[PACS - Special] [Gameday IX] Tyrant of the Harrow: mid-tier Legendary with BR eddiephlash (Inactive)

Game Master eddiephlash

Turn Order:

Seoni/TColMaster
Radovan/Abraham Z
Talitha/MauveAvengr
Hakon/Bigguyinblack


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Skittergoblin Cardmancer

Welcome! More information will come once we're closer to the start


Skittergoblin Cardmancer

Tyrant of the Harrow

You’ve arrived at the newly renovated Vodavani Lodge in Caliphas, summoned by an invitation from Venture-Captain Evni Zognoss. Dozens of other Pathfinders are already inside and the gathering is upbeat and festive. Unlike other venture-captains that you know, Evni certainly knows how to throw a party. The drinks are flowing, and the bards sing late into the night.

Once everyone is relaxed and joyous from the festivities, Evni hops onto a large table to address the gathering. She thanks everyone for joining her in a celebration both to commemorate the expansion of the lodge and to distract from the horrors of the Gravelands, if only for a single night. She declares that she will seal the expansion with a harrow reading to discern her fate and that of the lodge, which draws excited murmuring from the crowd. Evni pulls out a harrow deck, showing it off to the crowd, who respond with awe. The deck appears ancient, and she’s obviously excited to be working with such a lovely antique. She jumps down from the table, shuffles the cards carefully, and begins to draw. She lays three cards on the left side of the table.

“The Twin. Normally ambiguous, a card of a dual nature, it appears to sit on the side of darkness now, suggesting a dark event from the past.
“The Tangled Briar. Partially aligned. History appears to be growing back to strangle the present.

“The Tyrant. Aligned.” She pauses here. “Self- explanatory.” It’s clear what she’s referring to. After all, the memory of the Whispering Tyrant, the lich who created the Gravelands with his evil magic and armies of undead, is still painfully fresh. It was barely over a year ago that heroes foiled his plans.

She looks up at the gathered Pathfinders, who had grown silent as the reading progressed. In the back, whispers of an ill 8 omen begin to rise.

Evni reaches for the next set of cards, hoping to interpret the next part of the reading, but you don’t see what the next cards are. As she turns cards over, a haze begins to flow from the deck. It’s just a shimmer at first, then it grows to the size of the room. The haze swirls and solidifies until there is a raging vortex between yourself and the table.

A cry of alarm rises up, but it’s too late. You hear steel against scabbards, the casting of spells drowned out by whirling winds, but the portal’s power is overwhelming, and it has begun pulling in all of the gathered Pathfinders. You catch a glimpse of Evni’s face, eyes wide and shocked, before you tumble downward to another world.


During this Adventure:

  • While setting up, remove all non-Harrow blessings from the Vault.
  • Build Small Locations. Shuffle a Harrow blessing into each location.
  • Create the hourglass with 24 blessings.
  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
    Heroic and Legendary mode:
  • Add an additional location as specified in the Adventure book
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
    Legendary mode:
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.


  • SCENARIO A: The Theater
    You fall through darkness for what seems like hours before landing in a dark room. You take a moment to collect yourself. At least you and your companions managed to stay together.

    Before you can fully regain your bearings, a light snaps on, blinding you for a moment. You blink away the dots in your vision to reveal that you’re standing on a raised stage surrounded by a huge audience of unusual figures. While they look like ordinary people, something is clearly off. They bear two eyes, a nose, a wicked curling smile, and glossy skin that shines in the bright lights. Stranger still is the fact that everyone looks so similar. In fact, the longer you look out at the crowd, the more you realize that they are all the same. This isn’t a crowd of many, but a group of copies of a single being replicated over and over and over again.

    All of their eerily identical eyes are focused on you.

    A second spotlight springs to life, revealing a handsome man holding a ventriloquist’s dummy. These two also look almost identical, except the dummy has blond hair and the man’s is dark. With a grating and shrill voice, the man begins to speak. At least, you think it’s the man; only the dummy’s mouth moves.

    “Our illustrious patron, Zassrion, the Patchwork King, the Tyrant of the Harrow, has arranged an entertaining show for you tonight,” the puppet yells out in glee. “It is a daring tale of adventure, tragedy, and murder.” Murmurs of excitement rise up from the crowd, but their faces remain unmoving, staring only at you. Their grins seem to grow even wider as each member of the audience draws a blade. Hundreds of identical knives glint in the light, each held by an identical hand.

    The puppet sweeps its arms upwards in the manner of a true showman. “Let the show begin!”

    LOCATIONS:
    Base
    2 - Pits
    2 - The Theater
    3 - Office
    4 - Reading Room
    H - Tavern

    Story Banes:
    Danger: Wax Construct
    Villain: None
    Closing Henchmen: Wax Construct - Proxy A

    DURING THIS SCENARIO:
    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio


    Are there any TDD or CotCT Reward Path Loot claims? Or any other misc adjustments to the Vault before I set up?


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio

    Perils wildcard: TBD
    Onslaughts wildcard: TBD

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: None
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+##+## None Craft Disable 6+#+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Scenario Level (#): 4

    Turn: 0

    Random Cards:

    Monsters
    Spoiler:
    Enormous Reefclaw
    CotCT
    Monster 3
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 19
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.

    Spoiler:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.


    Spoiler:
    Quivering Cube
    Core
    Monster 2
    Traits:
    Obstacle
    Ooze
    To Defeat:
    Combat 12
    OR Craft 9
    Immune to Electricity, Mental, and Poison.
    If you are at an Underground location, the difficulty to defeat is increased by 4.
    Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.

    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.

    Spoiler:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

    Barriers
    Spoiler:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Spoiler:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

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

    Spoiler:
    Sick Child
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Constitution
    Fortitude 10
    OR Charisma
    Diplomacy 12
    On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
    If undefeated, summon and encounter the story bane Blood Veil.

    Weapons
    Spoiler:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Spoiler:
    Verminbane Warhammer
    CotCT
    Weapon 4
    Traits:
    Bludgeoning
    Hammer
    Magic
    Melee
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.

    Spoiler:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Spells
    Spoiler:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.


    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


    Spoiler:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.


    Spoiler:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

    Armors
    Spoiler:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Spoiler:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * 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:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your Diplomacy or Stealth check, you may draw this card to add 1d4.

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

    Spoiler:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Zellara's Harrow Deck
    CotCT
    Item 2
    Traits:
    Gambling
    Harrow
    Loot
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Reload to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.


    Spoiler:
    Red Mantis Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Deity: Achaekek
    Magic
    Red Mantis
    To Acquire:
    Constitution
    Fortitude 8
    On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
    On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

    Spoiler:
    Dust of Revealing
    CotCT
    Item 4
    Traits:
    Craft
    Object
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    On a local Perception check, freely bury to add 2d10.
    Recharge to examine the top card of your location; if it is a bane, a local character may encounter it.

    Spoiler:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Spoiler:
    Horn of Blasting
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Allies
    Spoiler:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


    Spoiler:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

    Spoiler:
    Ruan Mirukova
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 12
    On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
    Discard to explore; you may first heal a card.

    Spoiler:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Blessings
    Spoiler:
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Spoiler:
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.

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

    Spoiler:
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Spoiler:
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 24

    [b]Hourglass

    Hourglass Cards/Turn Order:

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Location #3: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #4: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: None

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None


  • STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Talitha will start at the Reading Room

    Talitha wrote:

    Hand: Bit of Luck, Anubis Staff, Cleric of Nethys, Blessing of Iomedae, Blessing of Qi Zhong, Blessing of Abraxas,

    Displayed:
    Deck: 20 Discard: 0 Buried: 0
    Current Location: Reading Room
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded: Cards Reloaded (Compressed), Cards Reloaded (Compressed), Cards Reloaded (Compressed), Cards Reloaded (Compressed), Cards Reloaded (Compressed), Cards Reloaded (Compressed), Cards Reloaded (Compressed), Cards Reloaded (Compressed), Cards Reloaded (Compressed),
    Middle of Deck (Unknown Order): Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards, Randomized Cards
    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
    Intelligence d6 ☐ +1
    Wisdom d6 ☐ +1 ☐ +2 ☐ +3
    Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Radovan starts at Reading Room (or wherever Talitha decides to start)

    Radovan wrote:

    Hand: Deadeye Pistol +1, Shark Skin Armor, Zae, Grogul, Rodrick, Snick,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Current Location: Reading Room
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.

    Movement: If location closes, move to: with the rest of the group, or if splitting up, to X

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Uprising, The Savored Sting, Keren Rhinn, Poisoned Bullets, Blessing of Abadar, Appleslayer, Old Deadeye, Belt of Physical Might, Red Mantis Mask, Alaeron, Adamantine Sai +2, The Winged Serpent, Blackjack's Rapier
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
  • When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    Trading out Shock Glaive for Infernal Healing loot. Trading out Chain Mail (Core) for Incitation loot. Starting location Reading Room with Talitha.

    Hakon wrote:

    Hand: Giantbane Greataxe, Pharasma's Knowing, Prayer, Bodyguard, Infernal Healing,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    "Current Location: Reading Room
    Hero Points: 1"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Pharasma's Knowing: On any check, discard to bless.

    Bodyguard: When a local character suffers damage, recharge to reduce it by 3.

    Prayer: On any check, discard to bless.

    Infernal Healing: Display next to a local character. While displayed: At the end of this character’s turns, they may bury a card from their discards to heal a card.
    Movement: Move me to same location as Talitha if my location closes.
    Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Sacred Candle (Core), Soldier (Core), Gray Maiden Plate, Gorum's Iron, Good Omen (Core), Incitation, Restorative Touch (Core), Enhance, Cat (Core), Crowbar (Core), Divine Insight, Dragonbane Greatsword, Cure (Core)
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Melee Strength +2"
    "Knowledge Charisma +1"
    "Diplomacy Charisma +1"
    Arcane: Charisma +1
    Divine: Charisma +1

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
    [x] At the end of your turn, you may move; any local characters may move with you.
    [x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)


    TColMaster Seoni Deck Handler

    Starting Location: Theater.
    Adding in LOOT Soothing Word (replace Immolation)

    Seoni wrote:

    Hand: Good Omen, Soothing Word, Acadamae Student, Circlet of Mental Acuity, Irori's Mastery, Light Crossbow (Core),

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Force Missile, Knock, Noble, The First, Wand of Acid Burst, Wand of Enervation, Vampiric Touch, Korvosan House Drake, Djinn, Asmodeus's Tyranny, Disable Mechanism, The Snakebite
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    Perils Wildcard: 1d6 ⇒ 4: HOSTILE

    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts Wildcard: 1d6 ⇒ 1: BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio

    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: None
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Scenario Level (#): 4

    Turn: 1, Seoni/tcolmaster01

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

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

    Spoiler:
    Landshark
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 21
    When examined, encounter this monster.
    Cannot be evaded.
    If undefeated, recharge this monster into its location.

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

    Spoiler:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

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

    Spoiler:
    Biting Tigers
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Combat 16
    OR Acrobatics
    Disable
    Stealth 9
    Before acting, each other local character summons and encounters this barrier.
    If undefeated, suffer 1d6 Combat damage.

    Spoiler:
    Red Mantis Ambush
    CotCT
    Barrier 4
    Traits:
    Red Mantis
    Skirmish
    To Defeat:
    None 0
    Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
    Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.

    Weapons
    Spoiler:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Seeking Longbow
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    The Tall Knife
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Guillotine
    Object
    Promo
    Slashing
    To Acquire:
    Strength 12
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

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

    Spoiler:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Restoration
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 12
    Banish to let a local character draw 2 cards. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.


    Spoiler:
    Aspect of the Monkey
    Core
    Spell 2
    Traits:
    Divine
    Magic
    Animal
    To Acquire:
    Wisdom
    Divine 7
    Display. While displayed:
    * On your Dexterity and Charisma checks, add 1d6.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.

    Spoiler:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Full Pouch
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display. While displayed:
    * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
    * At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


    Armors
    Spoiler:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Spoiler:
    Lion's Helm
    Core
    Armor 3
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 10
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    Discard to remove the scourges Exhausted and Frightened from all local characters.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.


    Spoiler:
    Marked Cards
    CotCT
    Item 3
    Traits:
    Magic
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 10
    Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.

    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Drums of Haste
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Charisma 8
    At the end of a local character's move step, display at your location.
    While displayed:
    * At the end of each turn, local characters may move, and distant characters may move here.
    * At the start of your turn, discard this card; if proficient, recharge it instead.

    Spoiler:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Allies
    Spoiler:
    Tayce Soldado
    CotCT
    Ally 2
    Traits:
    Hireling
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    OR Bury A Healing Card 0
    If you are at an Urban location, on a local non-combat check, recharge to add 1d6.
    Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6.

    Spoiler:
    Korvosan House Drake
    CotCT
    Ally 2
    Traits:
    Dragon
    To Acquire:
    Wisdom
    Arcane
    Survival 9
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Spoiler:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

    Spoiler:
    Harrowed Society Student
    CotCT
    Ally 0
    Traits:
    Arcanist
    Human
    Harrow
    To Acquire:
    Charisma
    Diplomacy 6
    On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
    Discard to explore.

    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

    Blessings
    Spoiler:
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Spoiler:
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Spoiler:
    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.

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

    Spoiler:
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.

    Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.

    Current Hour:

    The Rakshasa:
    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.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Radovan/AbrahamZ
    The Courtesan
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, freely discard to use your Charisma die instead of the normal die.
    Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
    Hourglass Card 2 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 2 Talitha/MauveAvenger
    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 3 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Hakon/Bigguyinblack
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 4 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Seoni/tcolmaster01
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 5 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Radovan/AbrahamZ
    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.
    Hourglass Card 6 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 6 Talitha/MauveAvenger
    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 7 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Hakon/Bigguyinblack
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 8 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Seoni/tcolmaster01
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 9 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 9 Radovan/AbrahamZ
    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.
    Hourglass Card 10 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 10 Talitha/MauveAvenger
    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 11 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Hakon/Bigguyinblack
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 12 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 12 Seoni/tcolmaster01
    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 13 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Radovan/AbrahamZ
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 14 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 14 Talitha/MauveAvenger
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 15 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Hakon/Bigguyinblack
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 16 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Seoni/tcolmaster01
    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 17 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 17 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 18 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 18 Talitha/MauveAvenger
    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 19 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Hakon/Bigguyinblack
    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.
    Hourglass Card 20 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 20 Seoni/tcolmaster01
    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.
    Hourglass Card 21 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 21 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 22 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 22 Talitha/MauveAvenger
    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 23 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 23 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Pits Card 1:
    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.
    Pits Card 2:
    Wand of Restorative Touch
    CotCT
    Item 4
    Traits:
    Divine
    Healing
    Magic
    Wand
    To Acquire:
    Wisdom
    Divine 10
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Pits Card 3:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Pits Card 4:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Pits Card 5:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Pits Card 6:
    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.
    Pits Card 7:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Pits Card 8:
    Dimensional Jump
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.


    Location #2: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Seoni/tcolmaster01, None
    The Theater Card 1:
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    The Theater Card 2:
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    The Theater Card 3:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
    The Theater Card 4:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    The Theater Card 5:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Theater Card 6:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 7:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    The Theater Card 8:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Location #3: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Office Card 1:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.
    Office Card 2:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Office Card 3:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Office Card 4:
    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.
    Office Card 5:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Office Card 6:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 11 check to recharge this card.

    Office Card 7:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Office Card 8:
    Cerulean Mastermind
    CotCT
    Ally 3
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Stealth 12
    On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Location #4: Reading Room
    Sacred
    Urban
    At This Location: On your check, if the hour is Harrow, add 1.
    When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
    When Permanently Closed: Heal a blessing.
    M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 3 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack, None
    Reading Room Card 1:
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Reading Room Card 2:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Reading Room Card 3:
    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.
    Reading Room Card 4:
    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.
    Reading Room Card 5:
    Iron Shackles
    CotCT
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 9
    When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
    When a local character would move, recharge; that character does not move.
    Reading Room Card 6:
    Harrowing
    CotCT
    Spell 3
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
    * When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.

    Reading Room Card 7:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
    Reading Room Card 8:
    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.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Tavern Card 1:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Tavern Card 2:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Tavern Card 3:
    Riding Allosaurus
    Core
    Ally 2
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.
    Tavern Card 4:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
    Tavern Card 5:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 6:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Tavern Card 7:
    Hippogriff Fledgling
    CotCT
    Ally 4
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
    Tavern Card 8:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.


  • TColMaster Seoni Deck Handler

    Out of Turn Updates: None

    Turn - Hour:The Rakshaha
    Hour Rules: On your Charisma check, you may use your Intelligence die instead of the normal die.
    The Harrows: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    Explore: The Foreign Trader
    Irori's Mastery (discard per rules), Circlet
    Know 8: 2d8 + 3 ⇒ (1, 8) + 3 = 12

    Acquire
    -Discard Foreign Trader to Explore
    Good Omen, Circlet
    The Midwife WIS 8: 2d6 + 5 ⇒ (2, 2) + 5 = 9
    Acquire

    Seoni ends her turn.

    Seoni attempts to recover all cards in her Recovery pile.
    -Spell Reset for Free
    Seoni resets her hand.

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

    Seoni wrote:

    Hand: The Midwife, Soothing Word, Acadamae Student, Circlet of Mental Acuity, Wand of Acid Burst, Light Crossbow (Core),

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noble, Asmodeus's Tyranny, Wand of Force Missile, Wand of Enervation, The Snakebite, Korvosan House Drake, Vampiric Touch, The First, Knock, Disable Mechanism, Djinn
    Recharged: Good Omen,
    Discard Pile: Irori's Mastery, The Foreign Trader,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of The Courtesan
    Hour Power: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
    Harrow Power: HARROW OF CROWNS: The difficulty of checks against summoned banes in increased by 4.

    Reading Room Location Power: On your check, if the hour is Harrow, add 1.

    Free exploration

    Reading Room Card 1 is The Hidden Truth:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.

    Reading Room Location Power: On your check, if the hour is Harrow, add 1.
    Stealth 4+4=8: 1d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12
    Blessing acquired (Harrow: Books for reporting purposes) and then displayed on Quang.

    Discard Grogul to explore

    Reading Room Card 2 is Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR Craft Disable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Reading Room Location Power: On your check, if the hour is Harrow, add 1.
    Recharge Zae to add 1d6
    Disable 6+4=10: 1d8 + 6 + 1 + 1d6 ⇒ (8) + 6 + 1 + (5) = 20 Banished
    After acting: discard Rodrick

    Reading Room Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.

    Random Blessing 1 is The Teamster:

    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.

    Since this is a Harrow blessing, it is automatically acquired, and the Reading Room is closed.

    Display The Teamster on Quang.

    Close power: heal a blessing, but Radovan has none to heal.

    Talitha and Hakon need to move. Radovan will move to wherever Talitha chooses.

    Besieged: Talitha, Hakon and Radovan each take 1 Ranged Combat dmg from moving. Radovan's power reduces this by 1 to 0 (for him) but since the damage wasn't dealt by a bane, he doesn't get to draw a monster to display.

    End turn

    Reset Hand

    Turn Summary:
    * Blessings acquired: The Hidden Truth (Books) and The Teamster (Shields)
    * Reading Room is closed
    * Hakon and Talitha need to move

    Radovan wrote:

    Hand: Deadeye Pistol +1, Shark Skin Armor, Belt of Physical Might, Snick, The Winged Serpent, Old Deadeye,

    Displayed: The Hidden Truth Q1, The Teamster Q1,
    Deck: 11 Discard: 2 Buried: 0
    Current Location: Talitha's location
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.

    Winged Serpent (Harrow): On a local check, discard to bless. On a distant check, recharge to bless.

    Old Deadeye is non-Harrow so Radovan will give it to Talitha for her power on his next turn (unless someone urgently needs to use it).
    Movement: If location closes, move to: with the rest of the group, or if splitting up, to X

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The Savored Sting, Appleslayer, Red Mantis Mask, Poisoned Bullets, Blackjack's Rapier, Adamantine Sai +2, The Uprising, Blessing of Abadar, Alaeron, Keren Rhinn
    Recharged: Zae,
    Discard Pile: Grogul, Rodrick,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
  • When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    Hakon follows Talitha on Reading Room close. Discard Pharasma's Knowing to Besieged damage.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: Move to Tavern. Discard Blessing of Iomedae as 1 Ranged Combat damage due to Besieged.

    Turn: Turn 3 - The Forge

    The Forge:
    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.

    Hour Power: On your check, add 1 for each type of boon played.
    Harrow Power: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    SOT: Give Hakon Bit of Luck

    Move: N/a

    Explore: The Rabbit Prince

    The Rabbit Prince:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.

    Discard to explore.

    Bury Blessing of Abraxas to bless. Draw Volcanic Storm

    Melee 4+4=8: 2d8 + 4 ⇒ (3, 6) + 4 = 13

    Acquired a Harrow Blessing. Discard to explore again.

    Explore 2: Heat Metal

    Heat Metal:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

    Arcane 9: 1d10 + 3 ⇒ (4) + 3 = 7

    Recharge the buried Blessing of Abraxas to reroll

    Arcane 9 w/ reroll: 1d10 + 3 ⇒ (8) + 3 = 11

    End Turn: Reset Hand.

    [u]Summary[/u]:
    Move: Tavern
    Acquired: Tavern Card 1&2: The Rabbit Prince, Heat Metal
    Banished: N/a
    Examined: N/a
    Random Card(s): N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): Give Hakon Bit of Luck

    Talitha wrote:

    Hand: Volcanic Storm, Heat Metal, Anubis Staff, Cleric of Nethys, Blessing of Qi Zhong, Magus Arcana,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    Current Location: Tavern
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)
    Heat Metal: local combat (1d4+1) or local check vs trap/lock (2d6)
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Sivanah, Ghost Whip, Strength, Blessing of Asmodeus, Belt of Teeth, Blessing of Maat, Anathemic Volume, The Rabbit Prince, Dehydrating Touch, Gallivance, Blessing of Pharasma, Staff of Dark Flame, Flame Staff
    Recharged: Blessing of Abraxas,
    Discard Pile: Blessing of Iomedae,
    Buried Pile:

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio

    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: None
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Scenario Level (#): 4

    Turn: 4, Hakon/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Gray Maiden Footsoldier
    CotCT
    Monster 2
    Traits:
    Fighter
    Gray Maiden
    Human
    Veteran
    To Defeat:
    Combat 10+##
    OR Charisma
    Diplomacy 6+#
    When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
    If undefeated, a local character summons and encounters the danger.

    Spoiler:
    Faceless Stalker
    Core
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
    Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.

    Spoiler:
    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.

    Spoiler:
    Ghast
    Core
    Monster 3
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 13+##
    Immune to Mental and Poison.
    Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
    If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

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

    Barriers
    Spoiler:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Spoiler:
    Labyrinth
    Core
    Barrier 1
    Traits:
    Obstacle
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception
    Survival 8+#
    Cannot be evaded.
    If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed.

    Spoiler:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.

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

    Spoiler:
    Returning Totem Spear
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Magic
    Melee
    Ranged
    Respect
    Spear
    To Acquire:
    Strength
    Melee 12
    OR Dexterity
    Ranged
    Survival 14
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
    If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Spoiler:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Twisted Space
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Giant Form
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    Divine
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 13
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution skills are 1d12+4.
    * On this character's Strength checks, add 1d4.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.


    Spoiler:
    Harrowstrike
    CotCT
    Spell 1
    Traits:
    Arcane
    Attack
    Divine
    Force
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Display. While displayed:
    * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
    * At the end of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.


    Spoiler:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Armors
    Spoiler:
    Magic Full Plate
    Core
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Spoiler:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

    Items
    Spoiler:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Spoiler:
    Elixir of Focus
    Core
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 8
    On a local non-combat check, banish to add the character's Intelligence or Craft skill.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 10 check to recharge this card.

    Spoiler:
    Horn of Blasting
    CotCT
    Item 2
    Traits:
    Instrument
    Magic
    To Acquire:
    Constitution
    Fortitude 7
    On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
    If proficient, recharge instead.

    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Fireball Beads
    CotCT
    Item 4
    Traits:
    Accessory
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to roll 3d6+12.

    DURING RECOVERY
    If proficient, you may succeed at an Arcane 9 check to recharge this card.


    Allies
    Spoiler:
    Sable Company Marine
    CotCT
    Ally 3
    Traits:
    Human
    Soldier
    To Acquire:
    Dexterity
    Ranged 11
    THEN Charisma
    Diplomacy 10
    On the first combat check of a turn, if it is local, recharge to add 1d8.
    Discard to explore. This exploration, on your first combat check, add 1d8.

    Spoiler:
    Acadamae Scholar
    CotCT
    Ally 3
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 10
    OR Charisma
    Diplomacy 14
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Spoiler:
    Dream Spider
    CotCT
    Ally 3
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Survival 10
    OR Craft 11
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Spoiler:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Spoiler:
    Pit Gladiator
    CotCT
    Ally 2
    Traits:
    Fighter
    Human
    To Acquire:
    Strength
    Melee 10
    THEN Charisma
    Diplomacy 9
    On a local combat check, bury to add 2d6.
    Discard to explore; you may first draw a weapon from your discards.

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

    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Spoiler:
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Spoiler:
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Spoiler:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Hour Power: At the start of your turn, summon and encounter a spell.

    Current Hour:

    The Mute Hag:
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Seoni/tcolmaster01
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 2 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    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.
    Hourglass Card 3 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 3 Talitha/MauveAvenger
    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 4 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Hakon/Bigguyinblack
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 5 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Seoni/tcolmaster01
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 6 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Radovan/AbrahamZ
    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.
    Hourglass Card 7 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 7 Talitha/MauveAvenger
    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 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Hakon/Bigguyinblack
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 9 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Seoni/tcolmaster01
    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 10 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Radovan/AbrahamZ
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 11 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 11 Talitha/MauveAvenger
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 12 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Hakon/Bigguyinblack
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 13 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Seoni/tcolmaster01
    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 14 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 15 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 15 Talitha/MauveAvenger
    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 16 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Hakon/Bigguyinblack
    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.
    Hourglass Card 17 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Seoni/tcolmaster01
    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.
    Hourglass Card 18 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 19 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 19 Talitha/MauveAvenger
    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 20 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Pits Card 1:
    Dimensional Jump
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Pits Card 2:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Pits Card 3:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Pits Card 4:
    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.
    Pits Card 5:
    Wand of Restorative Touch
    CotCT
    Item 4
    Traits:
    Divine
    Healing
    Magic
    Wand
    To Acquire:
    Wisdom
    Divine 10
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Pits Card 6:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Pits Card 7:
    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.
    Pits Card 8:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/tcolmaster01, None
    The Theater Card 1:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
    The Theater Card 2:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    The Theater Card 3:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Theater Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 5:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    The Theater Card 6:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Location #3: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Office Card 1:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Office Card 2:
    Cerulean Mastermind
    CotCT
    Ally 3
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Stealth 12
    On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.
    Office Card 3:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Office Card 4:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Office Card 5:
    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.
    Office Card 6:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Office Card 7:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 11 check to recharge this card.

    Office Card 8:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack, None
    Tavern Card 1:
    Riding Allosaurus
    Core
    Ally 2
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.
    Tavern Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 3:
    Hippogriff Fledgling
    CotCT
    Ally 4
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
    Tavern Card 4:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Tavern Card 5:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
    Tavern Card 6:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.


  • Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    The Mute Hag: At the start of your turn, summon and encounter a spell.

    Random spell #1 Twisted Space:

    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When a character encounters a monster, banish to let them evade it; a local character may encounter it.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    arcane 8 burying Prayer to bless: 2d8 + 1 ⇒ (8, 4) + 1 = 13

    Pass Twisted Space to Talitha.

    Tavern Card 1: Riding Allosaurus:

    Core
    Ally 2
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Hostile damage: 1d6 ⇒ 2 Recharge Bodyguard to prevent it. Recharge a random card due to Harrow of Stars: Bit of Luck. End turn.

    Hakon wrote:

    Hand: Giantbane Greataxe, Infernal Healing, Divine Insight, Dragonbane Greatsword, Cat (Core),

    Displayed:
    Deck: 12 Discard: 1 Buried: 1
    "Current Location: Tavern
    Hero Points: 1"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.

    Cat (Core): On a local check against a spell, recharge to add 1d4.

    Infernal Healing: Display next to a local character. While displayed: At the end of this character’s turns, they may bury a card from their discards to heal a card.
    Movement: Move me to same location as Talitha if my location closes.
    Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Enhance, Soldier (Core), Cure (Core), Restorative Touch (Core), Gorum's Iron, Sacred Candle (Core), Incitation, Crowbar (Core), Good Omen (Core), Gray Maiden Plate
    Recharged: Bodyguard, Bit of Luck,
    Discard Pile: Pharasma's Knowing,
    Buried Pile: Prayer,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Melee Strength +2"
    "Knowledge Charisma +1"
    "Diplomacy Charisma +1"
    Arcane: Charisma +1
    Divine: Charisma +1

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
    [x] At the end of your turn, you may move; any local characters may move with you.
    [x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)

    Tavern Card 1 banished.

    Random spell 1 acquired.

    Handed Talitha Twisted Space.


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio

    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: None
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Scenario Level (#): 4

    Turn: 5, Seoni/tcolmaster01

    Random Cards:

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

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

    Spoiler:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.

    Spoiler:
    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.

    Spoiler:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

    Barriers
    Spoiler:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.

    Spoiler:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

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

    Spoiler:
    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.

    Weapons
    Spoiler:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Spoiler:
    Blackjack's Daggers
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Knife
    Loot
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Spoiler:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Embiggen
    CotCT
    Spell 2
    Traits:
    Arcane
    Divine
    Magic
    Promo
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Freely display next to a local character. While displayed:
    * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    Vampiric Touch
    CotCT
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Undead
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to use Arcane + 2d6, then you may heal a card.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


    Spoiler:
    Dragon's Breath
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.


    Spoiler:
    Safe Haven
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 13
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    * At the end of your turn, banish, and any number of local characters may move together.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.


    Armors
    Spoiler:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

    Spoiler:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Spoiler:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Items
    Spoiler:
    Zellara's Harrow Deck
    CotCT
    Item 2
    Traits:
    Gambling
    Harrow
    Loot
    Magic
    Mental
    Tool
    To Acquire:
    Wisdom
    Perception 10
    Reload to examine the top 3 cards of any character's deck and return them in any order.
    Banish to examine the top 3 cards of any location and return them in any order.

    DURING RECOVERY
    Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.


    Spoiler:
    The Unveiling
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Constitution
    Divine
    Fortitude 7
    OR Craft 5
    Banish or shuffle into another character's deck to remove a scourge from any character.
    DURING RECOVERY
    If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.

    Spoiler:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Spoiler:
    Marked Cards
    CotCT
    Item 3
    Traits:
    Magic
    Tool
    To Acquire:
    Intelligence
    Craft
    Disable 10
    Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
    Discard to examine the bottom 3 cards of any location and return them in any order.

    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Allies
    Spoiler:
    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.

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

    Spoiler:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Spoiler:
    Dream Spider
    CotCT
    Ally 3
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Survival 10
    OR Craft 11
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Spoiler:
    Hellknight of the Nail
    CotCT
    Ally 3
    Traits:
    Hellknight
    Human
    To Acquire:
    Charisma
    Diplomacy 11
    On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
    Discard to explore. This exploration, when you suffer damage, reduce it by 2.

    Blessings
    Spoiler:
    The Waxworks
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
    To Acquire:
    Constitution
    Arcane 4+#
    On your check, discard this card and another card to bless twice.
    Discard to explore.

    Spoiler:
    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.

    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 Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Spoiler:
    The Mountain Man
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
    To Acquire:
    Constitution
    Fortitude 4+#
    On a Strength or Constitution check, after the roll, discard to add 3.
    Discard to explore.

    Hour Power: On your check, you may banish a boon to reroll a die.

    Current Hour:

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

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Radovan/AbrahamZ
    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.
    Hourglass Card 2 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 2 Talitha/MauveAvenger
    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 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Hakon/Bigguyinblack
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    Hourglass Card 4 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Seoni/tcolmaster01
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
    Hourglass Card 5 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Radovan/AbrahamZ
    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.
    Hourglass Card 6 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 6 Talitha/MauveAvenger
    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 7 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Hakon/Bigguyinblack
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 8 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Seoni/tcolmaster01
    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 9 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 9 Radovan/AbrahamZ
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 10 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 10 Talitha/MauveAvenger
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 11 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Hakon/Bigguyinblack
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 12 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 12 Seoni/tcolmaster01
    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 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 13 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 14 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 14 Talitha/MauveAvenger
    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 15 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Hakon/Bigguyinblack
    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.
    Hourglass Card 16 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 16 Seoni/tcolmaster01
    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.
    Hourglass Card 17 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 17 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 18 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 18 Talitha/MauveAvenger
    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 19 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Pits Card 1:
    Dimensional Jump
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    When you encounter a bane, banish to evade it.
    Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Pits Card 2:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Pits Card 3:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Pits Card 4:
    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.
    Pits Card 5:
    Wand of Restorative Touch
    CotCT
    Item 4
    Traits:
    Divine
    Healing
    Magic
    Wand
    To Acquire:
    Wisdom
    Divine 10
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Pits Card 6:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Pits Card 7:
    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.
    Pits Card 8:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/tcolmaster01, None
    The Theater Card 1:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
    The Theater Card 2:
    Dragonbane Greatsword
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.
    The Theater Card 3:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Theater Card 4:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 5:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    The Theater Card 6:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Location #3: Office
    Urban
    At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
    When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
    When Permanently Closed: You may recharge any number of cards.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None
    Office Card 1:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
    Office Card 2:
    Cerulean Mastermind
    CotCT
    Ally 3
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Stealth 12
    On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.
    Office Card 3:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Office Card 4:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    Office Card 5:
    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.
    Office Card 6:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.
    Office Card 7:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 11 check to recharge this card.

    Office Card 8:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Location #5: Tavern
    Urban
    At This Location: You may recharge an ally to explore.
    When Closing: Each local character reveals an ally.
    When Permanently Closed: Each local character may heal a card.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack, None
    Tavern Card 1:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Tavern Card 2:
    Hippogriff Fledgling
    CotCT
    Ally 4
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
    Tavern Card 3:
    Infantry Devil
    CotCT
    Monster 2
    Traits:
    Devil
    Outsider
    To Defeat:
    Combat 14
    OR Arcane 9
    Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
    If undefeated, suffer the scourge Plagued.
    Tavern Card 4:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
    Tavern Card 5:
    Spectre
    Core
    Monster 2
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 14
    Immune to Mental and Poison.
    Resistant to Animal.
    If the check to defeat does not have the Magic trait, this monster is undefeated.
    If undefeated, suffer the scourge Drained.


  • TColMaster Seoni Deck Handler

    Out of Turn Updates: None

    Turn - Hour: The Empty Throne
    Hour Rules: On your check, you may banish a boon to reroll a die.
    Harrow:The difficulty of checks against summoned banes in increased by 4.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    Explore: Sable Company Hide

    Con 11: 1d6 ⇒ 4
    Failed
    Hostile: 1d6 ⇒ 1
    -discard Academy Student
    Cast Soothing Word
    RNG: 1d3 ⇒ 3

    Seoni ends her turn.

    Seoni attempts to recover all cards in her Recovery pile.

    Seoni resets her hand.

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

    Seoni wrote:

    Hand: The Midwife, Wand of Force Missile, Wand of Enervation, Circlet of Mental Acuity, Wand of Acid Burst, Light Crossbow (Core),

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Noble, Acadamae Student, Disable Mechanism, Knock, Korvosan House Drake, The First, Djinn, Good Omen, Vampiric Touch, The Snakebite, Asmodeus's Tyranny
    Recharged: Soothing Word,
    Discard Pile: Irori's Mastery, The Foreign Trader,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of The Idiot
    Hour Power: When you fail a check, suffer the scourge Drained.
    Harrow Power: HARROW OF BOOKS: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.

    Reveal Snick to recharge Grogul

    Tavern Location Power: You may recharge an ally to explore.

    Give card: Old Deadeye to Talitha

    Free exploration

    Tavern Card 1 is Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Freely reveal Belt of Physical Might
    Disable 6+4=10: 1d8 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 Banished
    AA: discard The Winged Serpent

    When Closing: Each local character reveals an ally. Radovan reveals Snick; Talitha reveals Cleric of Nethys; Hakon reveals Cat.
    Tavern is closed.

    When Permanently Closed: Each local character may heal a card. Radovan randomly heals the Winged Serpent, which is shuffled into his deck.

    Talitha, Hakon, and Radovan must all move. Radovan moves to whatever location Talitha prefers.

    BESIEGED: After you move, suffer 1 Ranged Combat damage. Radovan's power reduces this by 1 to 0. Hakon and Talitha both take 1 Ranged Combat dmg.

    End turn

    Reset Hand

    Turn Summary:
    * Gave Old Deadeye to Talitha.
    * Tavern is closed.
    * Talitha and Hakon may each heal a card.
    * Talitha, Hakon, and Radovan all move. Radovan will follow Talitha.
    * Upon moving, they each take 1 Ranged Combat dmg.

    Radovan wrote:

    Hand: Deadeye Pistol +1, Shark Skin Armor, Belt of Physical Might, Snick, Zae, The Winged Serpent,

    Displayed: The Hidden Truth Q1, The Teamster Q1,
    Deck: 11 Discard: 1 Buried: 0
    Current Location: Talitha's choice
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.

    The Winged Serpent (Harrow): On a local check, discard to bless. On a distant check, recharge to bless.
    Movement: If location closes, move to: with the rest of the group, or if splitting up, to X

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Grogul, Blessing of Abadar, Adamantine Sai +2, Blackjack's Rapier, Keren Rhinn, Appleslayer, Red Mantis Mask, Poisoned Bullets, The Savored Sting, The Uprising, Alaeron
    Recharged:
    Discard Pile: Rodrick,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
  • When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    Hakon heals for 1. Follows Talitha. And discards Infernal Healing to Besieged.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: Hakon hands over Twisted Spaces. Radovan hands over Old Deadeye. Heal The Rabbit Prince. Discard Twisted Spaces as 1 Ranged damage from Besieged. Talitha, Hakon, and Radovan move to Office

    Turn: Turn 7 - The Bear

    The Bear:
    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.

    Hour Power: On your Strength check, add 2.
    Harrow Power: On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.

    SOT: Stay at Office

    Move: N/a

    Explore: Wailing Maidens

    Wailing Maidens:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Discard Bury Old Deadeye to bless BYA check. Draw Blessing of Maat.

    Constitution 8: 2d6 ⇒ (3, 3) = 6 Will recharge Old Deadeye to reroll both die.
    Constitution 8: 2d6 ⇒ (5, 6) = 11

    Not Dazed. Banish Heat Metal to add 2d6 to check (since Wailing Maidens has Trap trait). Discard Bury Blessing of Qi Zhong to bless check. Draw Blessing of Abraxas.

    Wisdom 13: 2d6 + 2d6 ⇒ (2, 6) + (1, 4) = 13

    Defeated! Discard Bury (due to Scenario power, not Talitha power) Blessing of Abraxas to explore again.

    Explore 2: Cerulean Mastermind

    Cerulean Mastermind:
    Cerulean Mastermind
    CotCT
    Ally 3
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Stealth 12
    On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
    Discard to explore. This exploration, on your Stealth checks, add 1d10.

    Diplomacy 12: 1d10 + 3 ⇒ (9) + 3 = 12

    Acquired. Discard to explore again. Add 1d10 to Stealth checks.

    Explore 3: Henchman Proxy A4

    Wax Construct:
    Wax Construct
    Story Bane
    Type:
    Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 11+## OR
    Craft
    Disable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Banish Volcanic Storm to Recovery to do Arcane+3d6. Has Fire trait and Bludgeoning trait so no change to difficulty.

    Combat 11+4+4=19: 1d10 + 3 + 3d6 ⇒ (5) + 3 + (2, 2, 1) = 13 Recharge the buried Blessing of Abraxas to reroll all die.
    Combat 19: 1d10 + 3 + 3d6 ⇒ (10) + 3 + (4, 4, 2) = 23

    Defeated. Will bury the discard Blessing of Iomedae. Can now attempt to close.

    Diplomacy 5+4=9: 1d10 + 3 ⇒ (8) + 3 = 11

    Closed. Chose not to do closing power. Move to Pits, discarding Anubis Staff as 1 Ranged combat damage from Besieged. Hakon and Radovan must suffer 1 Ranged combat damage

    End Turn: Reset Hand.

    Recovery:

    -Heat Metal: Arcane 11: 1d10 + 3 ⇒ (8) + 3 = 11
    -Volcanic Storm: Arcane 13: 1d10 + 3 ⇒ (9) + 3 = 12

    [u]Summary[/u]:
    Move: Office
    Acquired: Office Card 2: Cerulean Mastermind
    Banished: Office Card 1&3: Wailing Maidens, Henchman Proxy A4
    Examined: N/a
    Random Card(s): N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): Hakon and Radovan must suffer 1 Ranged combat damage

    Talitha wrote:

    Hand: Strength, Cleric of Nethys, Blessing of Sivanah, Blessing of Pharasma, Blessing of Maat, Magus Arcana,

    Displayed:
    Deck: 12 Discard: 4 Buried: 2
    Current Location: Pits
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)

    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dehydrating Touch, Belt of Teeth, Gallivance, Blessing of Asmodeus, Flame Staff, Anathemic Volume, Ghost Whip, Staff of Dark Flame, The Rabbit Prince
    Recharged: Old Deadeye, Blessing of Abraxas, Heat Metal (core),
    Discard Pile: Twisted Spaces (core), Cerulean Mastermind, Anubis Staff, Volcanic Storm,
    Buried Pile: Blessing of Iomedae, Blessing of Qi Zhong,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)


    Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    Discard Giantbane Greataxe to Besieged damage.

    The Beating: When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.

    Office Card 1: Wailing Maidens:

    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    BYA constitution 8: 1d8 ⇒ 4 Hakon is Dazed.

    Talitha buries Blessing of Maat.

    wisdom 13 casting Divine Insight + Blessing of Maat: 3d8 ⇒ (3, 8, 5) = 16

    Hakon ends their turn.

    Hakon attempts to recover all cards in their Recovery pile.
    Divine Insight: Divine 8: 1d8 + 1 ⇒ (8) + 1 = 9 -> Divine Insight recharged.

    Hakon resets their hand.

    Hakon wrote:

    Hand: Dragonbane Greatsword, Cat (Core), Gray Maiden Plate, Good Omen (Core), Restorative Touch (Core),

    Displayed:
    Deck: 11 Discard: 2 Buried: 1
    "Current Location: Office
    Hero Points: 1 // Hakon has the following scourges marked:
    Dazed:
    While Marked:
    You may explore only once per turn and you may not examine locations.

    If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.

    "
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.

    Cat (Core): On a local check against a spell, recharge to add 1d4.

    Movement: Move me to same location as Talitha if my location closes.
    Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Soldier (Core), Bodyguard, Cure (Core), Gorum's Iron, Sacred Candle (Core), Enhance, Pharasma's Knowing, Bit of Luck, Incitation, Crowbar (Core)
    Recharged: Divine Insight,
    Discard Pile: Infernal Healing, Giantbane Greataxe,
    Buried Pile: Prayer,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Melee Strength +2"
    "Knowledge Charisma +1"
    "Diplomacy Charisma +1"
    Arcane: Charisma +1
    Divine: Charisma +1

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
    [x] At the end of your turn, you may move; any local characters may move with you.
    [x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)

    Office card 1 banished.

    Taltha buries Blessing of Maat.


    TColMaster Seoni Deck Handler

    Out of Turn Updates: None

    Turn - Hour:The Cyclone
    Hour Rules: The difficulty of your non-combat check against a bane is increased by 3.
    Harrow On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    SOT: None
    Give Card: None
    Move: Pits
    -Suffer 1 Damage (Beseiged)
    Location Powers: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    Explore: Dimensional Jump
    Arcane 8: 1d12 + 4 ⇒ (5) + 4 = 9
    Acquired

    --Discard Midwife to Explore
    Wand of Acid Burst
    Death's Breath Door Disable 10: 1d12 + 2d4 + 4 ⇒ (7) + (1, 3) + 4 = 15

    Seoni ends her turn.

    Seoni attempts to recover all cards in her Recovery pile.
    Wand recharges autmatically due to Seoni Powers
    Seoni resets her hand.

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

    Seoni wrote:

    Hand: The First, Wand of Force Missile, Wand of Enervation, Circlet of Mental Acuity, Vampiric Touch, Dimensional Jump,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Student, Knock, Korvosan House Drake, The Snakebite, Good Omen, Disable Mechanism, Noble, Asmodeus's Tyranny, Djinn
    Recharged: Soothing Word, Wand of Acid Burst,
    Discard Pile: Irori's Mastery, The Foreign Trader, Light Crossbow (Core), The Midwife,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    Oops got locations confused. Redoing turn.

    Discard Giantbane Greataxe to Besieged damage.

    The Beating: When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.

    Move to The Theater. Discard Cat (Core) to Besieged.

    The Theater Card 2: Dragonbane Greatsword:

    CotCT
    Weapon 3
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
    If proficient, you may additionally discard to add your Strength die.
    After playing this weapon, you may not play an Offhand boon this encounter.

    melee 14 burying Dragonbane Greatsword to add my Diplomacy: 1d10 + 1d8 + 5 ⇒ (8) + (7) + 5 = 20

    Hakon wrote:

    Hand: Dragonbane Greatsword 2, Bodyguard, Divine Insight, Sacred Candle (Core), Bit of Luck,

    Displayed:
    Deck: 10 Discard: 3 Buried: 2
    "Current Location: The Theater
    Hero Points: 1"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.

    Bodyguard: When a local character suffers damage, recharge to reduce it by 3.

    Bit of Luck: On a check by a character at your location, before the roll, discard this card. After the roll, the character may reroll the dice; take the new result.
    Movement: Move me to same location as Talitha if my location closes.
    Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Good Omen (Core), Gray Maiden Plate, Incitation, Pharasma's Knowing, Soldier (Core), Restorative Touch (Core), Cure (Core), Enhance, Crowbar (Core)
    Recharged:
    Discard Pile: Infernal Healing, Giantbane Greataxe, Cat (Core),
    Buried Pile: Prayer, Dragonbane Greatsword,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Melee Strength +2"
    "Knowledge Charisma +1"
    "Diplomacy Charisma +1"
    Arcane: Charisma +1
    Divine: Charisma +1

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
    [x] At the end of your turn, you may move; any local characters may move with you.
    [x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)

    The Theater Card 2 acquired.


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio

    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: None
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Scenario Level (#): 4

    Turn: 10, Radovan/AbrahamZ

    Random Cards:

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

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

    Spoiler:
    Dire Crocodile
    CotCT
    Monster 2
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 15
    Vulnerable to Cold.
    If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.

    Spoiler:
    Zombie
    Core
    Monster 0
    Traits:
    Undead
    Zombie
    Veteran
    To Defeat:
    Combat 9+##
    Immune to Mental and Poison.
    If undefeated, a random character summons and encounters this monster.

    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Barriers
    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.

    Spoiler:
    Dispelling Mist
    CotCT
    Barrier 4
    Traits:
    Magic
    Trap
    To Defeat:
    Dexterity
    Disable 12
    OR Arcane
    Divine 15
    If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location:
    * At the start and end of your turn, recharge a random Magic boon.
    * When this location is closed, banish this barrier.

    Spoiler:
    Vortex of Madness
    CotCT
    Barrier 4
    Traits:
    Curse
    Trigger
    To Defeat:
    Intelligence
    Perception 11
    OR Wisdom
    Divine 13
    When examined, encounter this barrier.
    If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

    Spoiler:
    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.

    Spoiler:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.

    Weapons
    Spoiler:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Wounding Spear-axe
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Spells
    Spoiler:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.

    Spoiler:
    Enervation
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 6
    On any combat check, freely banish to decrease the difficulty by 2d4.

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


    Spoiler:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spoiler:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.

    Spoiler:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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


    Armors
    Spoiler:
    Brute Force Shield
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
    If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Bearskin Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

    Spoiler:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * 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.

    Items
    Spoiler:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.


    Spoiler:
    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.


    Spoiler:
    Wand of Enervation
    Core
    Item 3
    Traits:
    Magic
    Wand
    To Acquire:
    Intelligence
    Arcane 10
    On any combat check, bury or banish to decrease the difficulty by 2d4.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.

    Spoiler:
    Tangleburn Bag
    Core
    Item 2
    Traits:
    Alchemical
    Attack
    Fire
    Object
    To Acquire:
    Intelligence
    Craft 10
    For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.

    Spoiler:
    Fate-reader Lenses
    CotCT
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Arcane
    Divine
    Perception 8
    On any Perception check, reveal to add 1d10.
    Discard to examine the top 3 cards of any location or the hourglass and return them in any order.

    Allies
    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Spoiler:
    Korvosan House Drake
    CotCT
    Ally 2
    Traits:
    Dragon
    To Acquire:
    Wisdom
    Arcane
    Survival 9
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

    Spoiler:
    Acadamae Scholar
    CotCT
    Ally 3
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 10
    OR Charisma
    Diplomacy 14
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


    Spoiler:
    Hippogriff Fledgling
    CotCT
    Ally 4
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Survival 11
    If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
    Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.

    Blessings
    Spoiler:
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

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

    Spoiler:
    The Winged Serpent
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Ranged check is blessed.
    To Acquire:
    Wisdom
    Melee 4+#
    On a local check, discard to bless.
    On a distant check, recharge to bless.
    Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.

    Spoiler:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

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

    Current Hour:

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

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 1 Talitha/MauveAvenger
    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 2 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Hakon/Bigguyinblack
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 3 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Seoni/tcolmaster01
    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 4 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Radovan/AbrahamZ
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 5 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 5 Talitha/MauveAvenger
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 6 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Hakon/Bigguyinblack
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 7 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Seoni/tcolmaster01
    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 8 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 9 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 9 Talitha/MauveAvenger
    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 10 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Hakon/Bigguyinblack
    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.
    Hourglass Card 11 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Seoni/tcolmaster01
    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.
    Hourglass Card 12 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 13 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 13 Talitha/MauveAvenger
    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 14 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/tcolmaster01, Radovan/AbrahamZ, Talitha/MauveAvenger, None

    Pits Card 1:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.
    Pits Card 2:
    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.
    Pits Card 3:
    Wand of Restorative Touch
    CotCT
    Item 4
    Traits:
    Divine
    Healing
    Magic
    Wand
    To Acquire:
    Wisdom
    Divine 10
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.

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

    Pits Card 4:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    Pits Card 5:
    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.
    Pits Card 6:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #2: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Hakon/Bigguyinblack, None
    The Theater Card 1:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Theater Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 3:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    The Theater Card 4:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Talitha's turn: take 1 Ranged Combat dmg from moving, which is reduced to 0 by Radovan's power.

    It is the hour of The Avalanche.
    Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    Harrow Power: HARROW OF KEYS: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.

    Move to: the Theater (thereby avoiding Harrow of Keys power)
    BESIEGED: After you move, suffer 1 Ranged Combat damage. Radovan's power reduces this by 1 to 0. Unfortunately, I think the hour power means that Hakon takes 1 Ranged Combat dmg. (Oops, sorry about that, I only noticed this as I was finishing my turn).

    Theater Location Power: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.

    Free exploration

    Card 1 is Salvator Scream:

    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.

    Bury the Hidden Truth
    Recharge Snick
    Diplomacy 10: 1d8 + 2 + 1d6 + 1 + 1d6 ⇒ (1) + 2 + (6) + 1 + (2) = 12 acquired

    Display Salvator Scream on Quang

    Discard Zae to explore

    Theater Card 2 is Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Theater Location power increases difficulty by #
    Freely reveal Belt of Physical Might
    Bury The Teamster
    Disable 6+4+4=14: 1d8 + 6 + 1d4 + 1d6 + 1 ⇒ (7) + 6 + (1) + (3) + 1 = 18 banished
    AA: discard The Winged Serpent

    Theater Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    Freely reveal Belt of Physical Might
    Acrobatics 5+4=9: 1d8 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12

    Theater is closed.
    Hakon may draw a card (due to the Theater close power)
    Scenario Power: "If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator."

    What happens next needs a ruling from the BR, I think. With the closing of "The Theater" both Radovan and Hakon need to move. But a new "Theater" also has to be built. It's unclear which of these two steps has to be done first. If we can choose to have the new Theater built before we move then a) can we choose to remain at the new Theater location and b) does this count as moving (for the purposes of the Besieged wildcard, which would cause us each to take 1 ranged combat dmg from moving)? Further, Besieged says AFTER YOU MOVE and the Hour power says "When you suffer damage on your turn, each other local character suffers 1 damage of the same type" so this raises the question of whether the movement all happens simultaneously, or we each move in sequence? For example, if Hakon and Radovan can both "move" to the new Theater, and Radovan "moves" there first, he takes 1 ranged combat dmg for moving, but his power reduces it to 0. Then Hakon also moves there (taking 1 ranged combat dmg - sorry!) and the hour power causes Radovan to take it as well, but his power reduces it to 0, so no extra damage is done. On the other hand, if we have to move there simultaneously, then Hakon will take another ranged combat dmg from Radovan's movement, as well as his own. And of course all of this is even worse if we both have to move to the Pits (if the BR rules that the new Theater isn't available for us to go to when the first Theater closes). Oof, this makes my head hurt. Sorry, everyone, I should have thought this through more carefully - in light of the hour power I shouldn't have closed the location I guess.

    End turn

    Reset Hand

    Turn Summary:
    * Hakon takes 1 Ranged Combat dmg when Radovan moves to Theater, due to the hour power.
    * Hakon may draw a card.
    * Radovan and Hakon both have to move, but it's unclear to where (either the Pits or the "new" Theater), and if to the new Theater, whether or not that counts as "moving."
    * Radovan and Hakon will each take 1 Ranged combat dmg from moving from Besieged (unless they can stay at the new Theater and it doesn't count as moving?), which will also trigger the hour power, causing each other local character to Radovan to take 1 Ranged combat dmg as well. (Radovan himself ignores the Ranged combat dmg due to his power).

    Update, following discussion in Discord: Radovan moves to the "new" Theater location and (presumably) Hakon moves to the Pits. The result is that Radovan takes 1 Ranged Combat from Besieged from moving, but this is reduced to 0 by his power, and since no one else is present at the New Theater, the Hour power doesn't trigger further damage for anyone. Therefore, net damage for the turn is: 2 Ranged Combat dmg to Hakon.

    Radovan wrote:

    Hand: Deadeye Pistol +1, Blackjack's Rapier, Shark Skin Armor, Belt of Physical Might, Red Mantis Mask, Keren Rhinn,

    Displayed: Salvator Scream Q4,
    Deck: 9 Discard: 3 Buried: 2
    Current Location: Theater?
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.

    Deadeye Pistol: Reload to add 1d6 to a combat check by another character at your location.
    Movement: If location closes, move to: with the rest of the group, or if splitting up, to X

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Appleslayer, Grogul, The Savored Sting, Blessing of Abadar, Poisoned Bullets, Alaeron, The Uprising, Adamantine Sai +2
    Recharged: Snick,
    Discard Pile: Rodrick, Zae, The Winged Serpent,
    Buried Pile: The Hidden Truth Q1, The Teamster Q1,

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
  • When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: Forgot to discard top of deck since last combat did not exceed difficulty to defeat by at least 5. Discard Anathemic Volume

    Turn: Turn 11 - The Snakebite

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

    Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
    Harrow Power: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.

    SOT: Stay at Pits

    Move: N/a

    Explore: Blackjack's Rapier

    Blackjack's Rapier:
    Blackjack's Rapier
    CotCT
    Weapon 4
    Traits:
    Blackjack
    Finesse
    Loot
    Magic
    Melee
    Piercing
    Swashbuckling
    Sword
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6.
    If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4.

    Discard Bury Blessing of Pharasma to bless check. Draw The Rabbit Prince.

    Strength 13: 2d8 + 4 ⇒ (3, 5) + 4 = 12 Recharge the buried Blessing of Pharsma to reroll to first d8.
    Strength 13: 1d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12

    Discard Bury Blessing of Maat to add 3 to check. Draw Blessing of Asmodeus. Acquire Blackjack's Rapier! Discard Bury Blessing of Sivanah (Scenario Power) to explore again.

    Explore 2: The Owl

    The Owl:
    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.

    Discard Bury Blessing of Asmodeus to bless check. Draw Gallivance.

    Wisdom 4+4=8: 2d6 ⇒ (5, 2) = 7 Recharge the buried Blessing of Maat to reroll the lower d6.
    Wisdom 8: 5 + 1d6 ⇒ 5 + (2) = 7 Reload Magus Arcana to reroll again.
    Wisdom 8: 5 + 1d6 ⇒ 5 + (2) = 7 Recharge Cleric of Nethys to add 2 to check.

    Acquired a Harrow Blessing! Discard to explore again. At a Wild location so checks are blessed.

    Explore 3: Wand of Restorative Touch

    Wand of Restorative:
    Wand of Restorative Touch
    CotCT
    Item 4
    Traits:
    Divine
    Healing
    Magic
    Wand
    To Acquire:
    Wisdom
    Divine 10
    Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.

    Blessed from The Owl. Ask Seoni to discard The First to bless check.

    Wisdom 10: 3d6 ⇒ (5, 1, 2) = 8 Recharge the buried Blessing of Qi Zhong to reroll the 1.
    Wisdom 10: 5 + 1d6 + 2 ⇒ 5 + (3) + 2 = 10

    Acquired!

    End Turn: Reset Hand.

    [u]Summary[/u]:
    Move: Pits
    Acquired: Pits Cards 1,2,3: Blackjack's Rapier, The Owl, and Wand of Restorative Touch
    Banished: N/a
    Examined: N/a
    Random Card(s): N/a
    Displayed: N/a
    Other Player(s) Resources Used: Seoni's The First
    Actions needed by other Player(s): N/a

    Talitha wrote:

    Hand: Gallivance, Blackjack's Rapier, Strength, Wand of Restorative Touch, The Rabbit Prince, Magus Arcana,

    Displayed:
    Deck: 12 Discard: 6 Buried: 3
    Current Location: Pits
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)

    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dehydrating Touch, Staff of Dark Flame, Belt of Teeth, Ghost Whip, Flame Staff
    Recharged: Old Deadeye, Blessing of Abraxas, Heat Metal (core), Blessing of Pharasma, Cleric of Nethys, Blessing of Maat, Blessing of Qi Zhong,
    Discard Pile: Twisted Spaces (core), Cerulean Mastermind, Anubis Staff, Volcanic Storm, Anathemic Volume, The Owl,
    Buried Pile: Blessing of Iomedae, Blessing of Sivanah, Blessing of Asmodeus,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)


    Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    During Radovan's turn discard Bit of Luck to Besieged. Recharge Bodyguard to prevent second instance of Besieged. During Talitha's turn bury Sacred Candle (Core) to acquire The Snakebite.

    The Betrayal: When this is the hour: When you acquire a boon, bury it.

    Pass The Snakebite to Talitha.

    Pits Card 4: Magistrate:

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

    diplomacy 9: 1d8 + 1 ⇒ (1) + 1 = 2

    hostile dmg: 1d6 ⇒ 4

    Discard my hand. End turn.

    Hakon wrote:

    Hand: Gray Maiden Plate, Pharasma's Knowing, Incitation, Enhance, Crowbar (Core),

    Displayed:
    Deck: 6 Discard: 6 Buried: 3
    "Current Location: Pits
    Hero Points: 1"
    "NOTES:
    Available Support: Folio reroll:
    Blessings are available for use.

    Enhance: Freely display next to a local character and choose a skill. While displayed: On their checks using that skill, add 1 + #.
    At the end of the turn, banish. (Note: For best results pick Str/Dex/Con/Int/Wis/Cha)

    Pharasma's Knowing: On any check, discard to bless.

    Incitation: On any check, discard to bless.
    Movement: Move me to same location as Talitha if my location closes.
    Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gorum's Iron, Soldier (Core), Restorative Touch (Core), Cure (Core), Good Omen (Core)
    Recharged: Bodyguard,
    Discard Pile: Infernal Healing, Giantbane Greataxe, Cat (Core), Bit of Luck, Dragonbane Greatsword 2, Divine Insight,
    Buried Pile: Prayer, Dragonbane Greatsword, Sacred Candle (Core),
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Melee Strength +2"
    "Knowledge Charisma +1"
    "Diplomacy Charisma +1"
    Arcane: Charisma +1
    Divine: Charisma +1

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
    [x] At the end of your turn, you may move; any local characters may move with you.
    [x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)

    Pits card 4 banished.

    The Snakebite passed to Talitha.


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio

    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: None
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Scenario Level (#): 4

    Turn: 13, Seoni/tcolmaster01

    Random Cards:

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

    Spoiler:
    Wyvern
    CotCT
    Monster 4
    Traits:
    Dragon
    To Defeat:
    Combat 18
    OR Survival 12
    Damage suffered from this monster may not be reduced.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.

    Spoiler:
    Gargoyle
    CotCT
    Monster 4
    Traits:
    Gargoyle
    To Defeat:
    Combat 21
    Resistant to Melee. Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

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

    Spoiler:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.

    Barriers
    Spoiler:
    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.

    Spoiler:
    Brain Mold
    CotCT
    Barrier 4
    Traits:
    Obstacle
    Plant
    To Defeat:
    Intelligence
    Knowledge 10
    OR Wisdom
    Survival 7
    Before acting, mark your location with the scourges Drained and Poisoned.
    If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
    If undefeated, display this barrier at your location. While displayed, at this location:
    * At the start of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Spoiler:
    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.

    Spoiler:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.

    Spoiler:
    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.

    Weapons
    Spoiler:
    The Tall Knife
    CotCT
    Weapon 3
    Traits:
    2-Handed
    Guillotine
    Object
    Promo
    Slashing
    To Acquire:
    Strength 12
    Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.

    Spoiler:
    Wyrmsmite
    Core
    Weapon 3
    Traits:
    Loot
    Magic
    Melee
    Slashing
    Sword
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
    When a local character suffers damage, recharge to reduce it by 4.

    Spoiler:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Spoiler:
    Flaming Mace
    Core
    Weapon 2
    Traits:
    Bludgeoning
    Fire
    Mace
    Magic
    Melee
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.

    Spoiler:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Acid Rain
    CotCT
    Spell 4
    Traits:
    Acid
    Arcane
    Attack
    Magic
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.


    Spoiler:
    Restorative Touch
    Core
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 8
    Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.

    Spoiler:
    Enlarge
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution dice are each d12.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.


    Spoiler:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


    Spoiler:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.


    Armors
    Spoiler:
    Impervious Chain Shirt
    Core
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer Combat damage, you may recharge to reduce it by 4.
    * When you suffer any damage, you may bury to reduce it to 0.
    * You may discard to remove 1 of your scourges.

    Spoiler:
    Magic Klar
    CotCT
    Armor 2
    Traits:
    Offhand
    Shield
    Magic
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 9
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Magic Spiked Full Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
    * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits.

    Spoiler:
    Glamered Leather Armor
    Core
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Diplomacy
    Fortitude 7
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * When you suffer any damage, you may bury to reduce it to 0.
    * On your Diplomacy or Stealth check, you may draw this card to add 1d4.

    Spoiler:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Ring of Protection
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    When you suffer any damage, freely reveal to reduce it by 1.
    When you suffer any damage, recharge to reduce it by 3.

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

    Spoiler:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Spoiler:
    Twitch Tonic
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 10
    Discard to explore.
    Banish to heal a local character 1d4+1 allies.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 12 check to recharge this card.


    Spoiler:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.

    Allies
    Spoiler:
    Skoan-quah Boneslayer
    CotCT
    Ally 4
    Traits:
    Human
    Ranger
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat The Danger
    Display. While displayed:
    * On all Dexterity and Survival checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Dexterity and Survival checks, add 3.

    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Spoiler:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Spoiler:
    Acadamae Scholar
    CotCT
    Ally 3
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane 10
    OR Charisma
    Diplomacy 14
    At the start of your turn, reveal to heal the ally Acadamae Student.
    On your Arcane check or your check against an Outsider card, reveal to add 1.
    Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.

    Spoiler:
    Noble
    Core
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy 9
    On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
    Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.

    Blessings
    Spoiler:
    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.

    Spoiler:
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Spoiler:
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.

    Spoiler:
    The Wanderer
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
    Discard to explore. If you moved this turn, recharge instead.

    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Hour Power: When you would discard an ally, recharge it instead.

    Current Hour:

    The Publican:
    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.

    Hours Remaining: 11

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Radovan/AbrahamZ
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 2 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 2 Talitha/MauveAvenger
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 3 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Hakon/Bigguyinblack
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 4 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Seoni/tcolmaster01
    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 5 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 6 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 6 Talitha/MauveAvenger
    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 7 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Hakon/Bigguyinblack
    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.
    Hourglass Card 8 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 8 Seoni/tcolmaster01
    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.
    Hourglass Card 9 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 9 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 10 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 10 Talitha/MauveAvenger
    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 11 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 11 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/tcolmaster01, Talitha/MauveAvenger, Hakon/Bigguyinblack, None

    Pits Card 1:
    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.
    Pits Card 2:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, None
    The Theater Card 1:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Theater Card 2:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    The Theater Card 3:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    The Theater Card 4:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 5:
    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.
    The Theater Card 6:
    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.
    The Theater Card 7:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.


  • TColMaster Seoni Deck Handler

    Out of Turn Updates: None

    Turn - Hour: The Publican
    Hour Rules: When you would discard an ally, recharge it instead.
    Harrow After your check that was not blessed, recharge a random card.
    SOT: None
    Give Card: None
    Move: XX -> YY
    Location Powers: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    Explore: Flanking Attack

    other Player encounter 1=T, 2=H: 1d2 ⇒ 1
    Talitha Encounters Wax Construct

    Wand of Enervation: 2d4 ⇒ (2, 2) = 4
    [ooc=Hakon, Incitation[/ooc]
    Wax Construct Combat 19: 2d12 + 2d6 + 5 ⇒ (2, 3) + (2, 1) + 5 = 13
    Paizo Mat Reroll
    Wax Construct Combat 19: 2d12 + 2d6 + 5 ⇒ (8, 5) + (4, 5) + 5 = 27
    Defeated
    Vampiric Touch Heal: 1d5 ⇒ 5

    Seoni ends her turn.

    Seoni attempts to recover all cards in her Recovery pile.

    Seoni resets her hand.

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

    Seoni wrote:

    Hand: Noble, Wand of Force Missile, Soothing Word, Circlet of Mental Acuity, The Snakebite, Dimensional Jump,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): The First, Good Omen, Acadamae Student, Disable Mechanism, Asmodeus's Tyranny, Wand of Acid Burst, Knock, Korvosan House Drake, Djinn
    Recharged: Vampiric Touch, Wand of Enervation,
    Discard Pile: Irori's Mastery, The Foreign Trader, Light Crossbow (Core), The Midwife,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Hakon hands Talitha The Snakebite. Now must summon and encounter Wax Construct

    Wax Construct:
    Wax Construct
    Story Bane
    Type:
    Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 11+## OR
    CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Reveal Gallivance and bury The Snakebite to do Melee+1d6+1+Arcane. Discard Bury The Rabbit Prince to bless check. Draw Belt of Teeth.

    Combat 11+4+4+4=24: 2d8 + 4 + 1d6 + 1 + 1d10 + 3 ⇒ (6, 8) + 4 + (3) + 1 + (9) + 3 = 34

    Defeated!

    Talitha wrote:

    Hand: Gallivance, Blackjack's Rapier, Strength, Wand of Restorative Touch, Belt of Teeth, Magus Arcana,

    Displayed:
    Deck: 11 Discard: 6 Buried: 5
    Current Location: Pits
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)

    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Flame Staff, Dehydrating Touch, Ghost Whip, Staff of Dark Flame
    Recharged: Old Deadeye, Blessing of Abraxas, Heat Metal (core), Blessing of Pharasma, Cleric of Nethys, Blessing of Maat, Blessing of Qi Zhong,
    Discard Pile: Twisted Spaces (core), Cerulean Mastermind, Anubis Staff, Volcanic Storm, Anathemic Volume, The Owl,
    Buried Pile: Blessing of Iomedae, Blessing of Sivanah, Blessing of Asmodeus, The Snakebite, The Rabbit Prince,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)


    TColMaster Seoni Deck Handler

    Should be combat 23, but you beat it no problem


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

    After the table coordinator announces the Second Act:
    Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
    To win:
    Corner and defeat the villain Balimar and Balio

    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: None
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Scenario Level (#): 4

    Turn: 14, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Xenarth
    CotCT
    Monster 4
    Traits:
    Demon
    Outsider
    To Defeat:
    Combat 24
    Immune to Electricity and Poison.
    Before acting, each local character suffers 2 Acid Damage.
    If undefeated, suffer the scourge Poisoned.

    Spoiler:
    Vampiric Mist
    CotCT
    Monster 2
    Traits:
    Aberration
    To Defeat:
    Combat 12
    Vulnerable to Fire.
    Before acting, you may bury an ally.
    If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
    If undefeated, suffer the scourge Wounded.

    Spoiler:
    Ghoul
    Core
    Monster 1
    Traits:
    Ghoul
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    Immune to Mental and Poison.
    If undefeated, either banish an ally or suffer the scourge Dazed.

    Spoiler:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.

    Spoiler:
    Giant Anaconda
    CotCT
    Monster 3
    Traits:
    Animal
    Aquatic
    To Defeat:
    Combat 18
    Vulnerable to Cold.
    If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.

    Barriers
    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:
    Fangs of Diomazul
    CotCT
    Barrier 3
    Traits:
    Construct
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Stealth 11
    If undefeated, display this barrier at your location. While displayed, at this location:
    * When you explore, suffer 1d4 Combat damage.
    * For your first exploration of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Spoiler:
    Wailing Maidens
    CotCT
    Barrier 3
    Traits:
    Trap
    Trigger
    To Defeat:
    Wisdom
    Disable
    Perception
    Stealth 13
    When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
    If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.

    Spoiler:
    Foes On All Sides
    CotCT
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.

    Spoiler:
    Ambush
    Core
    Barrier 1
    Traits:
    Skirmish
    Veteran
    Trigger
    To Defeat:
    Wisdom
    Perception
    Stealth 8+#
    When examined, encounter this barrier; on the check to defeat, add 1d4.
    If undefeated, banish this barrier, then a random local character summons and encounters a monster.
    That monster cannot be evaded; subtract 1 from each die rolled against it.

    Weapons
    Spoiler:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Vindicator
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
    On a distant character's combat check, freely reload to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spoiler:
    Acidic Bolas
    CotCT
    Weapon 3
    Traits:
    Acid
    Bludgeoning
    Chain
    Magic
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
    If proficient, discard to evade a monster you encounter.

    Spoiler:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Thundering Earthbreaker
    CotCT
    Weapon 4
    Traits:
    2-Handed
    Bludgeoning
    Hammer
    Magic
    Melee
    Respect
    To Acquire:
    Strength
    Melee 15
    For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
    On a local check against a Lock or Obstacle barrier, reload to add 1d12.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Divine Blaze
    CotCT
    Spell 4
    Traits:
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Wisdom
    Divine 12
    For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.


    Spoiler:
    Enlarge
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution dice are each d12.
    * At the end of the turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 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:
    Dragon's Breath
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    Attack
    To Acquire:
    Intelligence
    Arcane 11
    For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.


    Spoiler:
    Ice Strike
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Cold
    Divine
    Magic
    Veteran
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.


    Armors
    Spoiler:
    Magic Mithral Chain Mail
    CotCT
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 10
    Display. While displayed:
    * When you suffer Combat damage, you may draw this card to reduce it by 3.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

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

    Spoiler:
    Corpse Plate
    CotCT
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Display. While displayed:
    * You may evade Undead monsters you encounter.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.

    Spoiler:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.

    Items
    Spoiler:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Spoiler:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

    DURING RECOVERY
    If proficient, you may succeed at a Craft 11 check to recharge this card.


    Spoiler:
    Wayfinder
    Core
    Item 3
    Traits:
    Magic
    Object
    To Acquire:
    Wisdom
    Survival 10
    Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
    Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Circlet of Mental Acuity
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Charisma 11
    On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.

    Allies
    Spoiler:
    Ausio Carowyn
    CotCT
    Ally 3
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 7
    OR Banish A Weapon 0
    On a local check to acquire, bury to add 2d12.
    Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.

    Spoiler:
    Korvosan House Drake
    CotCT
    Ally 2
    Traits:
    Dragon
    To Acquire:
    Wisdom
    Arcane
    Survival 9
    On a local combat check, recharge to add 1d6 and the Mental trait.
    Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.

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

    Spoiler:
    Dream Spider
    CotCT
    Ally 3
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Survival 10
    OR Craft 11
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

    Spoiler:
    Riding Allosaurus
    Core
    Ally 2
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Blessings
    Spoiler:
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.

    Spoiler:
    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.

    Spoiler:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.

    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Spoiler:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

    Current Hour:

    The Tyrant:
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.

    Hours Remaining: 10

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 1 Talitha/MauveAvenger
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    Hourglass Card 2 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Hakon/Bigguyinblack
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 3 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Seoni/tcolmaster01
    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 4 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 5 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 5 Talitha/MauveAvenger
    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 6 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Hakon/Bigguyinblack
    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.
    Hourglass Card 7 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Seoni/tcolmaster01
    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.
    Hourglass Card 8 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 9 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 9 Talitha/MauveAvenger
    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 10 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/tcolmaster01, Talitha/MauveAvenger, Hakon/Bigguyinblack, None

    Pits Card 1:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #3: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, None
    The Theater Card 1:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Theater Card 2:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    The Theater Card 3:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
    The Theater Card 4:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 5:
    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.
    The Theater Card 6:
    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.
    The Theater Card 7:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.


  • The Second Act has begun!


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    It is the hour of The Tyrant
    Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    Harrow Power: HARROW OF CROWNS: The difficulty of checks against summoned banes in increased by 4.

    Start of Turn:
    Shuffle Keren Rhinn card into your deck to draw the ally Zae from your discard pile.

    Theater Location Power: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.

    Free exploration

    Theater Card 1 is Firepelt Cougar:

    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

    Radovan spies a nice cougar but he's pretty sure it won't want anything to do with him, so he leaves it alone.

    Quang power: evade encounter. location is shuffled.

    Discard Zae to explore (shuffled) Theater: 1d7 ⇒ 3

    Venomous Dagger:

    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Freely reveal Belt of Physical Might
    Stealth 11: 1d8 + 6 + 1d4 ⇒ (1) + 6 + (1) = 8 Fail, banished
    Hostile, dmg: 1d6 ⇒ 5 Max is #, or 4. Radovan takes 4 dmg.
    Bury Shark Skin Armor to reduce to 0.

    End turn

    Reset Hand

    Turn Summary:
    * Theater is shuffled.
    * Theater 3 is gone.

    Radovan wrote:

    Hand: Deadeye Pistol +1, Blackjack's Rapier, Belt of Physical Might, Red Mantis Mask, Alaeron, Blessing of Abadar,

    Displayed: Salvator Scream Q4,
    Deck: 8 Discard: 3 Buried: 3
    Current Location: Theater
    Hero Points: 1
    Paizo merch reroll: Available
    NOTES:
    Available Support: Blessings and other cards are available unless stated otherwise.

    Deadeye Pistol: Reload to add 1d6 to a combat check by another character at your location.

    BoAbadar - will pass this to Talitha for her power if we are in the same location on Radovan's next turn.
    Movement: If location closes, move to: with the rest of the group, or if splitting up, to X

    Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.

    If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Poisoned Bullets, Keren Rhinn, The Savored Sting, Grogul, Adamantine Sai +2, Snick, Appleslayer, The Uprising
    Recharged:
    Discard Pile: Rodrick, Zae, The Winged Serpent,
    Buried Pile: The Hidden Truth Q1, The Teamster Q1, Shark Skin Armor,

    Skills and Powers:
    SKILLS
    Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: Dex +2
    Stealth: Dex +2
    Acrobatics: Dex +2 (Quang)
    Constitution d8 ☐ +1 ☐ +2 ☐ +3
    Fortitude = Con +2 (Norge)
    Intelligence d4 ☐ +1
    Wisdom d6 ☐ +1
    Charisma d8 ☐ +1 ☐ +2
    Diplomacy: Cha +2
    Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)

    Favored Card: Ally
    Hand Size: 5 ☑ 6
    Proficiencies:
    Weapons
    POWERS:

  • At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
  • Add 1d4 (☐ 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
  • Reduce Fire, Poison, or Ranged Combat damage (☐ or damage dealt by a summoned monster) dealt to you (☐ or to a character at your location) by 1 (☐ 2) (☐ 3).
    ☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
  • When a monster encountered by a character at your location is undefeated (☐ or when you defeat a monster), display a monster from the box next to a displayed devil form.
  • Quang: you may evade your encounter.
  • Quang: When you acquire a boon, you may display it next to this card.
  • Quang: On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.
  • Norge: reduce Fire damage dealt to you to 0.
  • Norge: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
  • Norge: On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the adventure deck number.
  • Fell Viridio: reduce Poison damage dealt to you to 0.
  • Fell Viridio: Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
  • Fell Viridio: On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


  • The Theater: Second Act
    The dummy begins to stomp and shout in anger as you cut down its legion of doubles, each falling to the ground with the wet thud of melting wax. The man doesn’t seem pleased either.

    “No, no, no, NO! You’re doing it all wrong.” The puppet gestures wildly at you. “Your role is to die. It’s very clear, right in the script, black and white.”

    There’s a script? How come you never got a copy?

    “First are the characters and setting,” he notes with annoyance in his voice. “Act One: Zassrion pulls everyone into our realm.

    “Next is the motivation,” he continues, further frustrated. “Act Two: We take everyone to him, and he absorbs their essence to gain their power.

    “And finally,” he notes with shrill exasperation, “is the happy ending! Act Three: Zassrion finally escapes the realm, leaving me as its new ruler.”

    The doll’s wooden face turns to you, furious. “But you aren’t playing your part! Which means now we’ll need to improvise. I hate improvising.”

    Lights flash above you and you hear a rumble of thunder that sounds more like a drum being played backstage. Still, the footsteps of the oncoming crowd are thunderous enough. No matter how many enemies you fell, more doubles seem to appear in their place. You have to find a way out.


    Second act updates:

  • After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchen Wax Construct–Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.

  • To win, corner and defeat the villain Balimar and Balio.


  • During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass
    Second Act: Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.

    When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
    If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.

  • To win Corner and defeat the villain Balimar and Balio[/spoiler]
    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.

    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: Balimar and Balio
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.
    Balimar and Balio (Villain):

    Story Bane
    Type: Monster
    Traits: Construct Eidolon AND Storykin Summoner Veteran
    To Defeat: Combat 10+##+## THEN Combat 12+##+## OR Acrobatics Diplomacy 6+#
    Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage. If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.

    Scenario Level (#): 4

    Turn: 15, Talitha/MauveAvenger

    Random Cards:

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

    Spoiler:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.

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

    Spoiler:
    Ghost
    Core
    Monster 1
    Traits:
    Ghost
    Incorporeal
    Mental
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 6+#
    Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
    If the check to defeat does not have the Magic trait, this monster is undefeated.

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

    Barriers
    Spoiler:
    Fangs of Diomazul
    CotCT
    Barrier 3
    Traits:
    Construct
    Trap
    To Defeat:
    Dexterity
    Acrobatics
    Disable
    Stealth 11
    If undefeated, display this barrier at your location. While displayed, at this location:
    * When you explore, suffer 1d4 Combat damage.
    * For your first exploration of your turn, you may encounter this barrier.
    * When this location is closed, banish this barrier.

    Spoiler:
    Wall of Lightning
    Core
    Barrier 3
    Traits:
    Construct
    Electricity
    Elemental
    Obstacle
    To Defeat:
    Dexterity
    Constitution
    Acrobatics
    Fortitude 10
    After acting, suffer 1d4+1 Electricity damage.
    If undefeated, reload this barrier into its location.

    Spoiler:
    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.

    Spoiler:
    Wyvern Blade Trap
    Core
    Barrier 3
    Traits:
    Poison
    Trap
    To Defeat:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 12
    If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.

    Spoiler:
    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.

    Weapons
    Spoiler:
    Venomous Hand Crossbow
    CotCT
    Weapon 2
    Traits:
    Bow
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged
    Stealth 12
    For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
    On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Sawtooth Saber
    CotCT
    Weapon 3
    Traits:
    Finesse
    Magic
    Melee
    Red Mantis
    Slashing
    Sword
    Veteran
    To Acquire:
    Strength
    Acrobatics
    Melee 13
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.

    Spoiler:
    Lucky Starknife
    Core
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 11
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
    On a local combat check, after the roll, freely recharge to add 1d4.
    You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Frost Longbow
    Core
    Weapon 2
    Traits:
    2-Handed
    Bow
    Cold
    Magic
    Piercing
    Ranged
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
    If proficient, on another character's combat check, freely discard to add 1d8.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Fly
    Core
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spoiler:
    Unearthly Aim
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.


    Spoiler:
    Mistform
    CotCT
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    When you encounter a non- Incorporeal monster, banish to evade it.
    On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


    Spoiler:
    Instrument of Agony
    CotCT
    Spell 4
    Traits:
    Divine
    Magic
    Veteran
    To Acquire:
    Wisdom
    Divine 10
    Display next to a character. While displayed:
    * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
    * At the end of the turn, banish.

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


    Spoiler:
    Clairvoyance
    Core
    Spell 3
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Banish to examine the top 3 cards of any location; return them in any order.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

    Armors
    Spoiler:
    Grounded Studded Leather
    CotCT
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    Spoiler:
    Sable Company Hide
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Survival 11
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.

    Spoiler:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Helm of the Valkyrie
    Core
    Armor 2
    Traits:
    Heavy Armor
    Helm
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Combat damage, freely reveal to reduce it by 1.
    If proficient, when you suffer any damage, freely reveal to reduce it by 1.
    At the end of your turn, recharge to move.
    After playing this armor, you may not play a Helm boon this encounter.

    Spoiler:
    Totem Klar
    CotCT
    Armor 4
    Traits:
    Magic
    Offhand
    Piercing
    Respect
    Shield
    To Acquire:
    Constitution
    Fortitude
    Melee
    Survival 11
    When you suffer Combat damage, freely reveal to reduce it by 2.
    If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Items
    Spoiler:
    Plaguebringer's Mask
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Craft 11
    On your combat check or your check against a Disease card, reload to add 1d8.
    When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.

    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

    Spoiler:
    Blue War Paint
    CotCT
    Item 4
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Fortitude 4
    Display. While displayed:
    * When you defeat a monster, after the encounter, you may discard a card to move.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

    Spoiler:
    Belt of Physical Prowess
    Core
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 11
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

    Allies
    Spoiler:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

    DURING RECOVERY
    You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.


    Spoiler:
    Nightspear
    CotCT
    Ally 4
    Traits:
    Agathion
    Outsider
    To Acquire:
    Wisdom
    Survival 11
    OR Divine 9
    At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
    Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.

    Spoiler:
    Dream Spider
    CotCT
    Ally 3
    Traits:
    Vermin
    To Acquire:
    Wisdom
    Survival 10
    OR Craft 11
    On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
    Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.

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

    Spoiler:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Blessings
    Spoiler:
    The Twin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, the first item or ally played is played freely.
    To Acquire:
    Charisma
    Stealth 4+#
    When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
    Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.

    Spoiler:
    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.

    Spoiler:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Spoiler:
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

    Spoiler:
    The Sickness
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you suffer damage, suffer the scourge Plagued.
    To Acquire:
    Constitution
    Fortitude 4+#
    On your check, after the roll, discard to reduce the difficulty by 3.
    Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

    Hour Power: At the start of your turn, draw this card.

    Current Hour:

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

    Hours Remaining: 9

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Hakon/Bigguyinblack
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
    Hourglass Card 2 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Seoni/tcolmaster01
    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 3 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 4 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 4 Talitha/MauveAvenger
    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 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Hakon/Bigguyinblack
    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.
    Hourglass Card 6 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Seoni/tcolmaster01
    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.
    Hourglass Card 7 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 8 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 8 Talitha/MauveAvenger
    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 9 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #1: Pits
    Underground
    Wild
    At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
    When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
    When Permanently Closed: You may shuffle your deck.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Seoni/tcolmaster01, Talitha/MauveAvenger, Hakon/Bigguyinblack, None

    Pits Card 1:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Pits Card 2:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.
    Pits Card 3:
    Henchman Proxy B2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.

    Location #3: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
    Located/Displayed Here: Radovan/AbrahamZ,
    The Theater Card 1:
    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.
    The Theater Card 2:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    The Theater Card 3:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 4:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    The Theater Card 5:
    Balimar and Balio
    TotH
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Eidolon
    AND
    Storykin
    Summoner
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 12+##
    OR Acrobatics
    Diplomacy 6#

    Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
    If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.

    The Theater Card 6:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    The Theater Card 7:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
    The Theater Card 8:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Theater Card 9:
    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.


  • STR d8 +2 (melee+2) | DEX d6 | CON d6 | INT d6 | WIS d6 | CHA d10+1 (arcane+2; diplomacy +2) Deck Handler

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: N/a

    Turn: Turn 15 - The Real Rabbit Prince

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

    Hour Power: At the start of your turn, draw this card.
    Harrow Power: When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.

    SOT: Draw The Real Rabbit Prince. New hour: The Tyrant. Hand Hakon Wand of Restorative Touch.

    Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    Harrow Power: The difficulty of checks against summoned banes in increased by 4.

    Move: N/a

    Explore: Henchman Proxy A5

    Wax Construct:
    Wax Construct
    Story Bane
    Type:
    Monster
    Traits:
    Construct
    Veteran
    To Defeat:
    Combat 11+## OR
    CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Reveal Gallivance and bury Belt of Teeth to do Melee+1d6+1+Arcane. Reload Magus Arcana to add Intelligence die.

    Combat 11+4+4=19: 1d8 + 4 + 1d6 + 1 + 1d10 + 3 + 1d6 ⇒ (3) + 4 + (5) + 1 + (3) + 3 + (1) = 20

    Defeated. Bury The Owl from discards. Attempt to close. Draw Magus Arcana, Ghost Whip, and Dehydrating Touch, then recharge hand then shuffle deck. Everyone moves to the Theater. Hakon and Seoni take 1 Ranged Combat damage from Beseiged. Talitha's hand is empty so no damage

    End Turn: Reset Hand.

    [u]Summary[/u]:
    Move: Pits
    Acquired: N/a
    Banished: Pits Card 1: Henchman Proxy A5/Wax Construct
    Examined: N/a
    Random Card(s): N/a
    Displayed: N/a
    Other Player(s) Resources Used: N/a
    Actions needed by other Player(s): b]Hakon[/b] and Seoni take 1 Ranged Combat damage from Beseiged.

    Talitha wrote:

    Hand: Blackjack's Rapier, Dehydrating Touch, Strength, Flame Staff, Blessing of Pharasma, Magus Arcana,

    Displayed:
    Deck: 10 Discard: 5 Buried: 7
    Current Location: Theater
    Hero Points: 4
    Paizo Reroll: Not Used
    NOTES:
    Available Support: Blessings (Any available)
    Strength
    Other: Hi I'm Talitha. Please bot me if I need to Guard my location.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Gallivance, Blessing of Abraxas, Ghost Whip, Heat Metal (core), Cleric of Nethys, Old Deadeye, The Real Rabbit Prince, Staff of Dark Flame, Blessing of Qi Zhong, Blessing of Maat
    Recharged:
    Discard Pile: Twisted Spaces (core), Cerulean Mastermind, Anubis Staff, Volcanic Storm, Anathemic Volume,
    Buried Pile: Blessing of Iomedae, Blessing of Sivanah, Blessing of Asmodeus, The Snakebite, The Rabbit Prince, Belt of Teeth, The Owl,

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

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☐ 7
    Proficiencies:
    Weapon Arcane Staff
    POWERS:
    When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
    On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
    You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
    ☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
    ☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
    ☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
    When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)


    TColMaster Seoni Deck Handler

    1 Damage from move - hand updated.

    Seoni wrote:

    Hand: Noble, Wand of Force Missile, Soothing Word, Circlet of Mental Acuity, The Snakebite,

    Displayed:
    Deck: 11 Discard: 5 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Acid Burst, Korvosan House Drake, Good Omen, Disable Mechanism, Asmodeus's Tyranny, Acadamae Student, Djinn, Knock, The First
    Recharged: Vampiric Touch, Wand of Enervation,
    Discard Pile: Irori's Mastery, The Foreign Trader, Light Crossbow (Core), The Midwife, Dimensional Jump,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    Deck Handler Desired upgrades Item 4, Armor 3, Ally 4, Weapon 4

    Hakon displays and draws Gray Maiden Plate to prevent Besieged damage. At the end of her turn target self with Wand of Restorative Touch.

    heal: 1d4 + 1 ⇒ (1) + 1 = 2

    The Paladin: When this is the hour: When another character avenges your encounter, heal 1d4 cards.

    Discard Crowbar (Core) to draw Wand of Restorative Touch.

    Wand of Restorative Touch targeting self: 1d4 + 1 ⇒ (2) + 1 = 3

    Pass Pharasma's Knowing to Talitha.

    The Theater Card 1: 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.

    charisma 4 +4 displaying Enhance for Charisma: 1d8 + 4 ⇒ (1) + 4 = 5
    folio reroll: 1d8 + 4 ⇒ (4) + 4 = 8

    Display Gray Maiden Plate. End turn.

    Hakon ends their turn.

    Hakon attempts to recover all cards in their Recovery pile.
    Wand of Restorative Touch: Divine 10: 1d8 + 1 ⇒ (2) + 1 = 3 -> Wand of Restorative Touch discarded.
    Enhance: Divine 7: 1d8 + 1 ⇒ (8) + 1 = 9 -> Enhance recharged .

    Hakon resets their hand.

    Hakon wrote:

    Hand: The Liar, Soldier (Core), Divine Insight, Gorum's Iron, Giantbane Greataxe,

    Displayed: Gray Maiden Plate,
    Deck: 8 Discard: 3 Buried: 4
    "Current Location: The Theater
    Hero Points: 1"
    "NOTES:
    Available Support: Folio reroll: Used
    Blessings are available for use.

    Gorum's Iron: On any check, discard to bless. On a non-Attack combat check, recharge to bless.

    Soldier (Core): On a local Strength or Melee check, recharge to add 1d4.

    The Liar: 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.

    Divine Insight: On any check to defeat a barrier, banish to add 2d6.
    Movement: Move me to same location as Talitha if my location closes.
    Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Restorative Touch (Core), Crowbar (Core), Cure (Core), Bodyguard, Good Omen (Core), Cat (Core), Infernal Healing
    Recharged: Enhance,
    Discard Pile: Bit of Luck, Dragonbane Greatsword 2, Wand of Restorative Touch,
    Buried Pile: Prayer, Dragonbane Greatsword, Sacred Candle (Core), Incitation,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    "Melee Strength +2"
    "Knowledge Charisma +1"
    "Diplomacy Charisma +1"
    Arcane: Charisma +1
    Divine: Charisma +1

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type from your discards.
    On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
    [x] At the end of your turn, you may move; any local characters may move with you.
    [x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)

    The Theater Card 1 acquired.

    Handed Pharasma's Knowing to Talitha.


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
  • Add a random Perils wildcard, and a random Onslaughts wildcard.

    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    The Perils:
    ABLAZE
    Spoiler:
    At the end of your turn, suffer 1d4-2 Fire damage.
    CONFUSING
    Spoiler:
    After your reset, shuffle a random card into your deck.
    DEADLY
    Spoiler:
    When you suffer damage, it is increased by 1.
    HOSTILE
    Spoiler:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    UNHALLOWED
    Spoiler:
    On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
    WEARISOME
    Spoiler:
    Each turn, you may use no more than 1 power that lets you explore.

    The Onslaughts:
    BESIEGED
    Spoiler:
    After you move, suffer 1 Ranged Combat damage.
    DESPERATE
    Spoiler:
    When you encounter a boon and do not acquire it, discard a card.
    HAZARDOUS
    Spoiler:
    When building the locations, add 6 barriers, distributed as evenly as possible.
    IMPOVERISHED
    Spoiler:
    After drawing your starting hand, draw 3 cards, then bury 3 cards.
    MONSTROUS
    Spoiler:
    When building the location, add 6 monsters, distributed as evenly as possible.
    WITHERING
    Spoiler:
    At the end of your turn, bury a random card from your discards.

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass
    Second Act: Shuffle into a stack the villain Balimar and Balio and a number equal the number of locations each of non-closing henchmen Wax Construct-Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.

  • When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
  • If The Theater is closed, and no villain is cornered, build a new location The Theater and shuffle a closing henchman Wax Construct-Proxy A into it, then report a "Stage Clear" success to the table coordinator.
  • To win Corner and defeat the villain Balimar and Balio
    Perils wildcard:
    HOSTILE:
    When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage.
    Onslaughts wildcard:
    BESIEGED:
    After you move, suffer 1 Ranged Combat damage.

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: Balimar and Balio
    Closing Henchman: Wax Construct - Proxy A
    Non-Closing Henchman: Wax Construct - Proxy B

    Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR CraftDisable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.
    Balimar and Balio (Villain):

    Story Bane
    Type: Monster
    Traits: Construct Eidolon AND Storykin Summoner Veteran
    To Defeat: Combat 10+## THEN Combat 12+## OR Acrobatics Diplomacy 6+#
    Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage. If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.

    Scenario Level (#): 4

    Turn: 17, Seoni/tcolmaster01

    Random Cards:

    Monsters
    Spoiler:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.

    Spoiler:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

    Spoiler:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

    Spoiler:
    Evoker
    Core
    Monster 1
    Traits:
    Halfling
    Wizard
    Veteran
    To Defeat:
    Combat 10+##
    OR Intelligence
    Arcane 7+#
    Roll 1d6. This monster gains the trait and all damage is:
    1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
    After acting, suffer 1d4 damage.

    Spoiler:
    Bogeyman
    CotCT
    Monster 3
    Traits:
    Fey
    To Defeat:
    Combat 14
    If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
    Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.

    Barriers
    Spoiler:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

    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:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Weapons
    Spoiler:
    Keen Starknife
    CotCT
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Acrobatics
    Melee
    Ranged 12
    For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6.
    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:
    Venomous Dagger
    Core
    Weapon 3
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Piercing
    Ranged
    To Acquire:
    Strength
    Dexterity
    Melee
    Ranged
    Stealth 11
    For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
    On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.

    Spoiler:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.

    Spoiler:
    Shock Kukri
    CotCT
    Weapon 3
    Traits:
    Electricity
    Finesse
    Knife
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Acrobatics
    Melee 12
    For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.

    Spoiler:
    Vicious Scythe
    CotCT
    Weapon 2
    Traits:
    2-Handed
    Magic
    Melee
    Scythe
    Slashing
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
    After playing this weapon, you may not play an Offhand boon this encounter.

    Spells
    Spoiler:
    Poison Blast
    CotCT
    Spell 3
    Traits:
    Arcane
    Attack
    Magic
    Poison
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, banish to use Arcane + 2d12.
    On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 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:
    Divine Fortune
    CotCT
    Spell 3
    Traits:
    Divine
    Magic
    To Acquire:
    Wisdom
    Divine 11
    Display. While displayed:
    * On local checks, add 1d6.
    * At the start of your turn, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.


    Spoiler:
    Safe Haven
    CotCT
    Spell 4
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Arcane 12
    OR Wisdom
    Divine 13
    Display to move yourself together with any number of local characters, ignoring any movement restrictions.
    You may not use this power during an encounter. While displayed:
    * At the end of your turn, banish, and any number of local characters may move together.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.


    Spoiler:
    Harrowing
    CotCT
    Spell 3
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
    * When this location is closed, banish.

    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.


    Armors
    Spoiler:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * 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:
    Gray Maiden Plate
    CotCT
    Armor 2
    Traits:
    Gray Maiden
    Heavy Armor
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

    Spoiler:
    Grounded Studded Leather
    CotCT
    Armor 2
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 11
    Display. While displayed:
    * When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
    * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.

    Spoiler:
    Shield of Resistance
    Core
    Armor 2
    Traits:
    Offhand
    Shield
    To Acquire:
    Constitution
    Fortitude 8
    When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
    On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
    After playing this armor, you may not play a 2-Handed boon this encounter.

    Spoiler:
    Magic Full Plate
    Core
    Armor 2
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    ConstitutionFortitude 11
    Display. While displayed:
    * When you suffer any damage, you may draw this card to reduce it by 1.
    * When you suffer Combat damage, you may draw this card to reduce it by 2.
    * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.

    Items
    Spoiler:
    Belt of Physical Might
    CotCT
    Item 4
    Traits:
    Accessory
    Magic
    To Acquire:
    Strength
    Dexterity
    Constitution 13
    On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.

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

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

    Spoiler:
    Bloodroot Poison
    CotCT
    Item 3
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.

    Spoiler:
    Banner of the Ancient Kings
    Core
    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Charisma
    Diplomacy
    Fortitude
    Melee 10
    Display. While displayed:
    * On all combat checks, add 1. If any character fails a combat check, bury this item.
    * Bury to remove a total of up to 1d4 scourges from any number of characters.
    If proficient with armors, when you would bury this item for its power, you may discard it instead.

    Allies
    Spoiler:
    Eries Yelloweyes
    CotCT
    Ally 2
    Traits:
    Hireling
    Lycanthrope
    To Acquire:
    Wisdom
    Survival 8
    OR Charisma
    Diplomacy 10
    On a local Dexterity check or a local check before acting, recharge to add 1d6.
    Discard to explore. This exploration, you cannot suffer scourges.

    Spoiler:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

    DURING RECOVERY
    You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.


    Spoiler:
    Flensing Jelly
    Core
    Ally 2
    Traits:
    Alchemical
    Ooze
    To Acquire:
    Intelligence
    Craft 9
    OR Wisdom
    Survival 11
    On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
    Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
    DURING RECOVERY
    You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.

    Spoiler:
    Riding Allosaurus
    Core
    Ally 2
    Traits:
    Animal
    Mount
    To Acquire:
    Wisdom
    Charisma
    Survival 14
    Recharge to move. You may not use this power during an encounter.
    On a local combat check, recharge to add 1d6.
    Discard to explore. This exploration, on your first combat check, add 1d6.

    Spoiler:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.

    Blessings
    Spoiler:
    The Peacock
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, if no boons are played, it is blessed.
    To Acquire:
    Dexterity
    Diplomacy 4+#
    On any check, recharge to bless.
    No other boon may be played on this check.
    Discard to explore.

    Spoiler:
    The Fiend
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
    To Acquire:
    Strength
    Melee 4+#
    On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
    Discard to explore.

    Spoiler:
    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.

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

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

    Hour Power: At the start of your turn, you may recharge any number of cards then reset.

    Current Hour:

    The Survivor:
    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.

    Hours Remaining: 7

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 1 Radovan/AbrahamZ
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 2 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 2 Talitha/MauveAvenger
    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 3 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Hakon/Bigguyinblack
    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.
    Hourglass Card 4 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 4 Seoni/tcolmaster01
    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.
    Hourglass Card 5 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 5 Radovan/AbrahamZ
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 6 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 6 Talitha/MauveAvenger
    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 7 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Hakon/Bigguyinblack
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.

    Location #3: The Theater
    Urban
    At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    When Permanently Closed: Each other local character may draw a card.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 4
    Located/Displayed Here: Seoni/tcolmaster01, Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack,

    The Theater Card 1:
    Chimera
    Core
    Monster 3
    Traits:
    Aberration
    Chimera
    To Defeat:
    Combat 9
    THEN Combat 10
    THEN Combat 11

    Before acting, each local character suffers 1 Fire damage.
    If undefeated, 3 random local characters suffer 1d4 Combat damage.

    The Theater Card 2:
    Henchman Proxy A1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Theater Card 3:
    Henchman Proxy B1
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
    The Theater Card 4:
    Balimar and Balio
    TotH
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Eidolon
    AND
    Storykin
    Summoner
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 12+##
    OR Acrobatics
    Diplomacy 6+#

    Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
    If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.

    The Theater Card 5:
    Manticore
    Core
    Monster 3
    Traits:
    Aberration
    Manticore
    To Defeat:
    Combat 15
    Before acting, a random character suffers 1d4+1 Ranged Combat damage.
    If undefeated, each local character suffers 1 Ranged Combat damage.
    The Theater Card 6:
    Shoanti Barbarian Hide
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    ConstitutionFortitudeSurvival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.
    The Theater Card 7:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Theater Card 8:
    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.


  • TColMaster Seoni Deck Handler

    Out of Turn Updates: None

    Turn - Hour: The Survivor
    Hour Rules: At the start of your turn, you may recharge any number of cards then reset.
    HarrowWhen your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    SOT: Soothing Word RNG - Target Seoni: 1d5 ⇒ 1
    Reset hand per Survivor. (Draw Wand of Acid Burst, Vampiric Touch)
    Give Card: None
    Move: XX -> YY
    Location Powers: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
    Explore: Chimera

    Hakon will take it on, using Giantbane Greataxe

    Combat 9: 1d10 + 1d12 + 5 ⇒ (9) + (2) + 5 = 16
    Combat 10: 1d10 + 1d12 + 5 ⇒ (4) + (6) + 5 = 15
    Combat 11: 1d10 + 1d12 + 5 ⇒ (6) + (3) + 5 = 14

    Wand of Force Missile, Circlet
    Combat 9: 1d12 + 5 + 2d4 ⇒ (1) + 5 + (2, 1) = 9
    Wand of Acid Burst, Circlet
    Combat 10: 1d12 + 5 + 2d4 ⇒ (4) + 5 + (4, 4) = 17
    Vampiric Touch, Circlet
    Combat 11: 1d12 + 5 + 2d6 ⇒ (12) + 5 + (1, 5) = 23
    Banished
    RNG Vampire Heal: 1d4 ⇒ 4

    Seoni ends her turn.

    Seoni attempts to recover all cards in her Recovery pile.

    Seoni resets her hand.

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

    Seoni wrote:

    Hand: Noble, Dimensional Jump, Djinn, Circlet of Mental Acuity, The Snakebite, Irori's Mastery,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Acadamae Student, Wand of Enervation, Disable Mechanism, The First, Asmodeus's Tyranny, Good Omen, Soothing Word, Korvosan House Drake, Knock
    Recharged: Wand of Force Missile, Wand of Acid Burst, Vampiric Touch,
    Discard Pile: The Foreign Trader, Light Crossbow (Core), The Midwife,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    TColMaster Seoni Deck Handler

    Adjusted due to 2nd Fire Damage from Hakon encounter with Chimera.

    Seoni wrote:

    Hand: Korvosan House Drake, Dimensional Jump, Djinn, Circlet of Mental Acuity, The Snakebite, Irori's Mastery,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    "Hero Points: 1
    XP: 0
    Tier:4"
    "NOTES:
    Available Support: Blessings and Spells are available for use.
    Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
    Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Wand of Enervation, Good Omen, Disable Mechanism, The First, Asmodeus's Tyranny, Soothing Word, Acadamae Student, Knock
    Recharged: Wand of Force Missile, Wand of Acid Burst, Vampiric Touch,
    Discard Pile: Noble, The Foreign Trader, Light Crossbow (Core), The Midwife,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

    Favored Card: Spell
    Hand Size: 6 ☐ 7
    Proficiencies:
    Arcane
    POWERS:
    For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
    On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
    ☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
    [X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
    ☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
    ☐ After your location is shuffled, you may examine its top card.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Seoni's turn: when she encounters the Chimera, before she acts, everyone takes 1 Fire dmg, and then again when Hakon encounters it. Radovan's power reduces this to 0 each time. However:

    Norge power: Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card. Radovan displays Random Monster 1, Basilisk, on Norge.

    and...

    Radovan Power: Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form. Radovan displays Random Monster 2, Cave Bear, on Quang.

    It is the hour of The Vision
    Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    Harrow Power: HARROW OF BOOKS: When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    Location Power: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.

    Start of Turn: hour power causes examine of top card of Theater - Wax Construct (closing henchman). Not a Magic card, so it is not immediately encountered.

    Start of Turn: reveal Alaeron to recharge Rodrick from Discards.

    Give card: none (it seems like no one else *needs* a card right now, so I'll hold on to them.

    Free exploration

    Card 1 is Wax Construct:

    Story Bane
    Type: Monster
    Traits: Construct Veteran
    To Defeat: Combat 11+## OR Craft Disable 6+#
    Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

    Location Power: choose not to have another local character summon and encounter a Wax Monster, so difficulty is increased by #.
    Harrow of Books increases the difficulty of the combat check: 1d6 ⇒ 3
    Freely reveal Belt of Physical Might
    Bury Cave Bear from Quang
    Disable 6+4+4=14: 1d8 + 6 + 1d4 + 1d6 + 1 ⇒ (7) + 6 + (4) + (6) + 1 = 24 Banished

    AA: discard Red Mantis Mask

    When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
    Freely reveal Belt of Physical Might
    Acrobatics 5+4=9: 1d8 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15

    Location would be closed but is not because the Villain is present and is now cornered! Banish all other cards at the Theater except...

    Balimar and Balio:

    TotH
    Story Bane 1
    Type: Monster
    Traits:
    Construct
    Eidolon
    AND
    Storykin
    Summoner
    Veteran
    To Defeat:
    Combat 10+##
    THEN Combat 12+##
    OR Acrobatics
    Diplomacy 6+#
    Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
    If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.

    Discard Alaeron to explore
    Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
    Radovan chooses to fail the BA check, but Norge reduces Fire dmg to him to 0 so he takes no damage. He does, however, get to display a monster on Norge (Norge's Fire-related power) and another monster on a devil of his choosing (Radovan power). Random Monster 3 is Gargoyle and Radovan displays it on Norge. Random Monster 4 is Evoker and Radovan displays it on Fell Viridio.

    Location Power: choose not to have another local character summon and encounter the villain, so difficulty is increased by #.
    Harrow of Books increases the difficulty of the combat check: 1d6 ⇒ 1

    Reload Blackjack's Rapier to use Acrobatics for the combat check
    Freely reveal Belt of Physical Might
    Radovan Power: Add 1d4
    Norge: add 1 and the Fire trait
    Fell Viridio: add 2 and the Poison trait
    Norge: banish Basilisk monster to +1d8+#
    Fell Viridio: banish Evoker monster to +2d6+ Evoker's adventure deck number
    Combat 10+4+4+4+1=23: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d4 + 1 + 2 + 1d8 + 4 + 2d6 + 1 ⇒ (7) + 6 + (6) + 2 + (1) + (1) + 1 + 2 + (4) + 4 + (2, 1) + 1 = 38

    Location Power: choose not to have another local character summon and encounter the villain, so difficulty is increased by #.
    Freely reveal Belt of Physical Might
    Bury Salvator Scream from Quang
    Bury Blessing of Abadar to bless
    Acrobatics 6+4+4=14: 1d8 + 6 + 1d4 + 1d6 + 4 + 1d8 ⇒ (3) + 6 + (1) + (4) + 4 + (3) = 21

    Radovan has the Perception skill, so the villain doesn't get a chance to try to evade.

    We win!


    The Harrow Suit: Keys condition has been met!
    -Each character may draw a new item. (If you are between scenarios, please do this at the beginning of the first turn of the next scenario.)
    -For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.


    Victory!

    Development:
    What remains of the crowd heckles you as you run out of the theater. Stepping outside, you are caught off guard by unfamiliar sights. You look up at a clockwork sun and a foreign sky. Footsteps and jeering indicate the mob is following you, though, so you keep moving. In front of you is a nightmarish, tangled wood with thorns as big and sharp as knives. Behind you is a murderous puppet and his killer crowd.

    What even is today?

    You wisely choose the forest and rush in.

    Scenario Reward (if not replaying):

  • Loot: The Theater (Blessing)
  • Bonus deck upgrade
  • 1 XP, 1 Hero Point

    Acquired cards:
    Salvator Scream (Ally 4)
    Cerulean Mastermind (Ally 3)
    The Rabbit Prince (Blessing 1)
    The Real Rabbit Prince (Blessing 1)
    The Midwife (Blessing 1)
    The Owl (Blessing 1)
    The Liar (Blessing 1)
    The Hidden Truth (Blessing 1)
    The Teamster (Blessing 1)
    The Snakebite (Blessing 1)
    The Foreign Trader (Blessing 1)
    Wand of Restorative Touch (Item 4)
    Heat Metal (Spell 2)
    Dimensional Jump (Spell 2)
    Twisted Space (Spell 2)
    Blackjack's Rapier (Weapon 4)
    Dragonbane Greatsword (Weapon 3)

    To the discussion page to roll for upgrades!


  • We have about a week until scenario B starts. About half of the tables have finished already though, so that might get bumped up sooner.
    Options at this point are to wait, or to replay scenario A.

    If you replay, rewards will not be earned, but you will still be able to report blessing acquisitions, and earn deck upgrades as usual.

    Speaking of, we just saw the fruit of such acquisitions. Enough Keys harrow blessings were acquired across the tables that an additional effect has triggered for the adventure path as noted above.

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