TColMaster Seoni |
Blessed: 1d8 ⇒ 4 Pass PER 8 check.
Heal from Hakon
RNG: 1d10 + 1d9 + 1d8 + 1d7 ⇒ (1) + (6) + (2) + (2) = 11
Hand: Lightning Bolt, Circlet of Mental Acuity, Fireball Beads, Irori's Mastery, Impervious Chain Shirt, Vampiric Touch,
Displayed:
Deck: 10 Discard: 6 Buried: 1
"Hero Points:
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!"
"
Middle of Deck (Unknown Order): Asmodeus's Tyranny, Disable Mechanism, Good Omen, Wand of Enervation, The Snakebite, Wand of Acid Burst, Soothing Word, The Empty Throne, Acadamae Student, Knock
Recharged:
Discard Pile:
Buried Pile:
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.
Talitha of the Staff |
Talitha has to do Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of her deck. Twice. Second check will be blessed if no boons played.
Edit: Hakon's WYE doesn't go off since it is a Villain.
Seoni's Acrobatics 4+4=8: 2d4 ⇒ (4, 2) = 6 Recharge the buried Blessing of Iomedae to reroll the 2.
Seoni's Acrobatics 4+4=8 w/ Reroll: 1d4 + 4 ⇒ (4) + 4 = 8
Success! Don't have to discard top card of deck. Rabbit is spotted.
Discard Harrowstrike when Seoni closes the Ravine from Besieged. Move to Tangled Briar.
Hand: Gallivance, Bit of Luck, Belt of Teeth, Blessing of Abraxas, Magus Arcana,
Displayed:
Deck: 8 Discard: 8 Buried: 0
Current Location: Ravine
Hero Points: 3
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.
Middle of Deck (Unknown Order): Blessing of the Seventh Veil, Ghost Whip, Blessing of Maat, Staff of Dark Flame
Recharged: Staff of Heaven and Earth, Blessing of Qi Zhong, Anathemic Volume, Blessing of Iomedae,
Discard Pile:
Buried Pile:
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)
Hakon the Smasher |
cure Seoni during her turn: 1d4 + 1 ⇒ (3) + 1 = 4
divine 8 to recover blessed by hour: 2d8 + 1 ⇒ (5, 8) + 1 = 14
Radovan Z. |
On Hakon's turn:
When Hakon takes dmg from the Giant Bunny, draw Random Monster 1 - Quivering Cube - display on Fell Viridio.
When Hakon closes Glade, move to Ravine; Radovan's power reduces 1 Ranged Combat dmg from Besieged to 0.
On Seoni's turn:
Acrobatics 4+4=8, Belt: 1d8 + 6 + 1d4 ⇒ (4) + 6 + (2) = 12 One success!
When Seoni takes dmg from the Giant Bunny, draw Random Monster 2 - Garden Guardian - display on Quang.
When Seoni closes Ravine, move to Forest; Radovan's power reduces 1 Ranged Combat dmg from Besieged to 0.
It is the hour of The Brass Dwarf
Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead.
Harrow Power for this turn: HARROW OF SHIELDS: 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.
Location Power: When you defeat a monster, you may discard a card to explore.
Free exploration
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
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. Random monster 3 is Enormous Reefclaw.
Reveal Blackjack's Rapier
Freely reveal Belt
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Combat 13: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d4 + 3 ⇒ (4) + 6 + (4) + 2 + (3) + (4) + 3 = 26 Banished
AA: suffer 1 Poison dmg; Radovan's power reduces this to 0; Radovan's power (taking dmg) let's him draw random monster 4 - Basilisk - and display it on Quang.
Radovan's power (defeat monster) let's him draw random monster 5 - Unseen Sentinel - and display on Norge.
Discard Grogul to explore
Story Bane 1
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Perception Survival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
When you encounter a Proxy A (King of the Briar Patch), each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# (i.e. 8) check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Acrobatics 4+4=8, Belt: 1d8 + 6 + 1d4 ⇒ (1) + 6 + (4) = 11 1 success
BA Combat dmg: 1d4 - 1 ⇒ (3) - 1 = 2
Recharge Shark Skin Armor to reduce 2 Combat dmg by 2 to 0
Reveal Blackjack's Rapier
Freely reveal Belt
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Combat 10+4+4=18: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d4 + 3 ⇒ (7) + 6 + (5) + 2 + (3) + (4) + 3 = 30
Reveal Blackjack's Rapier
Freely reveal Belt
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Fell Viridio: banish Quivering Cube to +2d6+2
Combat 12+4+4=20: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d4 + 3 + 2d6 + 2 ⇒ (2) + 6 + (5) + 2 + (4) + (3) + 3 + (5, 5) + 2 = 37 Banished
AA Combat dmg: 1d4 - 1 ⇒ (1) - 1 = 0
Radovan power: after defeating a monster, draw a monster and display on a devil form. BR, need another random monster; no need for me to pause though since Radovan already has monsters on a all his devils.
Forest Closing: Summon and defeat the danger.
Danger: A new barrier
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.
Warband requires Radovan to summon and encounter a monster but there are no more random monsters. Pausing for BR update.
End turn
Harrow Power for this turn: HARROW OF SHIELDS: 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.
Recovery Phase:
Reset Hand
Turn Summary:
* Everyone needs to make another Rabbit check (Acro/Fort/Perc/Surv 8)
* Radovan needs to draw another random monster to display on a devil.
* Radovan also needs another random monster to encounter (as part of encountering Warband). If the random monster is defeated, then Warband is defeated, in which case Forest is closed. If Forest closes, Radovan will move to Tangled Briar to join the others (reducing 1 Ranged Combat dmg from moving from Besieged to 0).
Hakon the Smasher |
Hakon will autofail Perception this time. Discard top card of deck: Lyrune-quah Truthspeaker.
BR eddiephlash |
Monster to Display:
CotCT Monster 2
Traits: Undead Vampire
To Defeat: Combat 15
Immune to Mental and Poison. If undefeated, bury a random card from your discards.
Monster to Encounter:
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.
Radovan Z. |
Display Vampire Spawn on Fell Viridio
Encounter - as a part of Warband, as part of attempting to close the Forest - 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.
BA Wis 8: 1d6 ⇒ 3 Radovan is Frightened (but this doesn't cause dmg to him now - as far as I can tell - since the encounter has already started)
Reveal Blackjack's Rapier
Freely reveal Belt
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Combat 14+4=18: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d4 + 3 ⇒ (5) + 6 + (1) + 2 + (3) + (4) + 3 = 24 Banished
Radovan Power: after defeating a monster, draw a monster and display on a devil. BR, I need another random monster to display.
Defeating Bogeyman causes Warband to be defeated, which closes Forest.
Closing the location removes the Frightened scourge from Radovan.
Radovan moves to Tangled Briar; Besieged: take 1 Ranged Combat dmg, which Radovan reduces to 0.
Rabbit Spotted: search Tangled Briar. Banish Spectre. Shuffle Tangled Briar.
End turn
Reset Hand
Hand: Blackjack's Rapier, Adamantine Sai +2, Belt of Physical Might, The Uprising, The Winged Serpent, The Joke,
Displayed: Sczarni Thief Q1, Smoke Slayer Q2, Red Mantis Initiate Q2, Vampire Spawn FV2, Garden Guardian Q3, Enormous Reefclaw FV3, Basilisk Q3, Unseen Sentinel N,
Deck: 11 Discard: 3 Buried: 2
Current Location: Tangled Briar
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.Winged Serpent: On a local check, discard to bless. On a distant check, recharge to bless.
The Joke: On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Movement: If location closes, move to: with the rest of the group, or if splitting up, to XOther: 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.
Middle of Deck (Unknown Order): The Theater, Appleslayer, Deadeye Pistol +1
Recharged: Zae, Snick, Alaeron, Poisoned Bullets, Wayfinder (Core), Wolverine, Keren Rhinn, Shark Skin Armor,
Discard Pile:
Buried Pile:
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:
☐ 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.
BR eddiephlash |
Radovan's latest monster:
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.
Seoni and Talitha need to do a Rabbit spotting check.
During This Adventure:
During This Scenario:
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
Add a random Perils wildcard, and a random Onslaughts wildcard.
Shuffle the villains King of the Briar Patch–Proxy V1, V2, and V3 into locations, distributed as evenly as possible.
Additional Rules: Villains Displayed: 1/2
Story Bane Details
Danger: A new barrier
Villain: King of the Briar Patch (Proxy V1, V2, and V3)
Closing Henchman: King of the Briar Patch - Proxy A
Story Bane 1
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Perception Survival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
Scenario Level (#): 4
Turn: 11, Talitha/MauveAvenger
Monsters
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
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.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
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.
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.
Barriers
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.
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
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.
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.
Weapons
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.
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.
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.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
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.
Spells
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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.
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.
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.
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.
Armors
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.
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.
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.
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.
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
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.
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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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
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.
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.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Blessings
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.
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.
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.
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.
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.
Hour Power: Your non-combat check against a bane is blessed.
Current Hour:
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.
Hours Remaining: 13
Hourglass
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.
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.
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.
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.
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
The 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.
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 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.
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
The 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.
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.
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.
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.
Location #2: The Tangled Briar
Wild
At This Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
When Permanently Closed: When you would banish this location’s cards, instead shuffle them into a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Seoni/tcolmaster01, Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack, Villain
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.
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.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
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.
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.
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.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Location #6: Mountain
Wild
At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
When Closing: Bury an armor or the top card of your deck.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Villain
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
ArcaneDivinePerception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
CotCT
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.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
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.
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.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
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 #7: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 11 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Loot, Radovan's Displayed monsters, etc
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.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
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.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
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.
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.
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.
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.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
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.
Talitha of the Staff |
Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
Out of Turn Updates: Must do BYA from Radovan's turn.
Acrobatics 4: 1d4 ⇒ 1
Discard Ghost Whip from top of deck.
Turn: Turn 11 - 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.
Hour Power: Your non-combat check against a bane is blessed.
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: N/a
Move: Move to Mountain Discard Bit of Luck as 1 Ranged Combat damage from Besieged.
Explore: Invisible Wall
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
ArcaneDivinePerception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Check is blessed from Hour Power
Arcane 9: 2d10 + 4 ⇒ (9, 4) + 4 = 17
End Turn: Reset hand.
[u]Summary[/u]:
Movement: The Tangled Brair->Mountain
Acquired: N/a
Banished: Mountain Card 1: Invisible Wall
Examined: Ravine Card 3: N/a
Random Card(s) Used: N/a
Displayed: None
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Gallivance, Staff of Dark Flame, Belt of Teeth, Blessing of the Seventh Veil, Blessing of Abraxas, Magus Arcana,
Displayed:
Deck: 5 Discard: 10 Buried: 0
Current Location: Mountain
Hero Points: 3
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.
Middle of Deck (Unknown Order): Blessing of Maat
Recharged: Staff of Heaven and Earth, Blessing of Qi Zhong, Anathemic Volume, Blessing of Iomedae,
Discard Pile:
Buried Pile:
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)
Hakon the Smasher |
The Wanderer: When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
Discard Clairvoyance to draw Divine Fortune. Bury Sacred Candle (Core) to draw The Wanderer.
Move to Mountain. Draw and redisplay Gray Maiden Plate to prevent Besieged.
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.
Display Divine Fortune.
disable 8 blessed by the hour, aided by Divine Fortune: 2d4 + 1d6 ⇒ (1, 3) + (1) = 5
poison dmg: 1d4 ⇒ 3
Location marked with poisoned. Reveal Gray Maiden Plate to prevent 1 poison dmg. Discard Cat (Core) and Enhance.
Hand: Dragonbane Greatsword, The Wanderer, Divine Insight, Divine Blaze, Good Omen (Core),
Displayed: Gray Maiden Plate, Divine Fortune,
Deck: 5 Discard: 9 Buried: 3
"Current Location: Mountain
Hero Points: 1 // Hakon has the following scourges marked:Poisoned:"While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Folio reroll: Used
Blessings are available for use.The Wanderer: On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Good Omen: On any check to acquire, to close, or to guard, banish to add 1d6+#.
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!"
"
Middle of Deck (Unknown Order): Pit Gladiator, Shock Glaive, Wand of Restorative Touch, Restorative Touch (Core)
Recharged: Cure (Core),
Discard Pile:
Buried Pile:
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 ([x] or a spell or a blessing) 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.)
Poisoned recharge: Divine Blaze.
Mountain Card 2 banished. Location marked with Poisoned.
Divine Fortune displayed.
TColMaster Seoni |
Out of Turn Updates: Per 8: 1d8 + 3 ⇒ (4) + 3 = 7
--Discard Top card from Deck (Asmodious Tyranny).
Turn - Hour: The Juggler
Hour Rules:On your check, you may discard a card to reroll a die showing 1.
HARROWWhen 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: Display Impervious Chain Shirt
Give Card: None
Move: To Mountain
Location Powers: WAt the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted.
Explore: Villian!
Before Acting Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1
-Circlet
Lightning Bolt
Combat 18: 1d12 + 3d6 + 4 ⇒ (5) + (4, 4, 2) + 4 = 19
Fireball Beads
Combat 20: 3d6 + 12 ⇒ (4, 2, 4) + 12 = 22
-Ignore After Acting Powers (Lightning Bolt)
When Closing: Bury Top Card of Deck (Disable Mechanism)
-1 damage when Moving (recharge Chain Shirt)
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
Poisoned recharge: 1d6 ⇒ 1
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Wand of Acid Burst, Soothing Word, Irori's Mastery, The Snakebite, Vampiric Touch,
Displayed: Impervious Chain Shirt,
Deck: 7 Discard: 8 Buried: 2
"Hero Points:
XP: 0
Tier:4 // Seoni has the following scourges marked:Poisoned:"While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Blessings 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!"
"
Middle of Deck (Unknown Order): Good Omen, Acadamae Student, Wand of Enervation, Fireball Beads, Knock
Recharged: Lightning Bolt, The Empty Throne,
Discard Pile:
Buried Pile:
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.
Radovan Z. |
At the end of Radovan's last turn:
Draw Accursed Priest and display on Norge.
It is the hour of The Twin
Hour Power: On your check, the first item or ally played is played freely.
Harrow Power for this turn: HARROW OF CROWNS: The difficulty of checks against summoned banes in increased by 4.
Start of Turn:
Location Power: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
Give card: The Winged Serpent to Talitha
Free exploration
Story Bane 1
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Perception Survival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
When you encounter a Proxy A (King of the Briar Patch), each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# (i.e. 8) check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Acrobatics 4+4=8, Belt, Divine Fortune: 1d8 + 6 + 1d4 + 1d6 ⇒ (2) + 6 + (1) + (4) = 13 1 success
BA Combat dmg: 1d4 - 1 ⇒ (3) - 1 = 2
Recharge Adamantine Sai to reduce Combat dmg by 2, to 0.
Radovan power (dmg from a bane) - draw random monster 1 - Mammoth - and display on Fell Viridio
Reveal Blackjack's Rapier
Freely reveal Belt of Physical Strength
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Divine Fortune adds +1d6
Fell Viridio: banish Vampire Spawn monster to +2d6+2
Combat 10+4+4=18: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d4 + 3 + 1d6 + 2d6 + 2 ⇒ (8) + 6 + (2) + 2 + (1) + (2) + 3 + (5) + (3, 6) + 2 = 40
Reveal Blackjack's Rapier
Freely reveal Belt of Physical Strength
Radovan, Norge, & Fell Viridio: 1d4+3 (+Fire + Poison)
Divine Fortune adds +1d6
Norge: banish Unseen Sentinel to +1d8+#
Combat 12+4+4=20: 1d8 + 6 + 1d6 + 2 + 1d4 + 1d4 + 3 + 1d6 + 1d8 + 4 ⇒ (3) + 6 + (6) + 2 + (3) + (1) + 3 + (1) + (7) + 4 = 36
AA Combat dmg: 1d4 - 1 ⇒ (1) - 1 = 0
Radovan power (defeat monster) - draw random monster 2 - Will-o-Wisp - and display on Norge
Tangled Briar When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
Divine Fortune adds +1d6
Freely reveal Belt of Physical Strength
Bury Sczarni Thief
Fort 5+4=9: 1d8 + 2 + 1d6 + 1d4 + 1d6 + 1 ⇒ (6) + 2 + (3) + (1) + (2) + 1 = 15
Location is NOT closed due to the presence of the final villain. All other cards in the location are banished.
Discard The Joke to explore
Story Bane 1
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Perception Survival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
BA Combat dmg: 1d4 - 1 ⇒ (4) - 1 = 3
Radovan hand wipes. This should be interesting...
Radovan, Norge, & Fell Viridio: 2d4+3 (+Fire + Poison)
Divine Fortune adds +1d6
Norge: banish Accursed Priest to +1d8+#
Fell Viridio: banish Mammoth to +2d6+3
Combat 10+4+4=18: 1d8 + 2d4 + 3 + 1d6 + 1d8 + 4 + 2d6 + 3 ⇒ (7) + (3, 3) + 3 + (1) + (3) + 4 + (3, 5) + 3 = 35
Radovan, Norge, & Fell Viridio: 2d4+3 (+Fire + Poison)
Divine Fortune adds +1d6
Norge: banish Will-o-Wisp to +1d8+#
Fell Viridio: banish Enormous Reefclaw to +2d6+3
Combat 12+4+4=20: 1d8 + 2d4 + 3 + 1d6 + 1d8 + 4 + 2d6 + 3 ⇒ (1) + (3, 4) + 3 + (2) + (4) + 4 + (2, 3) + 3 = 29
Fed up, Radovan strangles the final bunny with his bare hands. "These things breed like, well, rabbits!"
We win!!!
"Rabbit Captured"
Talitha of the Staff |
Talitha must do Acrobatics, Fortitude, Perception, or Survival or discard top card of deck. Will bury Blessing of Abraxas to bless check. Draw Blessing of Maat
Acrobatics 4+4=8: 2d4 ⇒ (4, 4) = 8
Rabbit Spotted!
BR eddiephlash |
Victory!
The Tangled Briar: Development (Villain Cornered):
The rabbit doesn’t concede gracefully, but eventually you are able to tease details from him. Both he and Zassrion seek to escape this world. However, while Zassrion wants to kill you and power himself with your essence, the King of the Briar Patch just wants the other half of his sword.
He swears that once he has it, he will show you a secret path out of this realm. For now, he shows you a path out of the woods and points you to the place where Zassrion, and the rabbit’s sword, await.
Scenario Reward (if not replaying):
Blessing
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.
Blessing
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.
Acquired cards:
Raccoon (Ally 3)
Wolverine (Ally 3)
Ausio Carowyn (Ally 3)
Pit Gladiator (Ally 2)
Impervious Chain Shirt (Armor 3)
The Wanderer (Blessing 1 4)
The Empty Throne (Blessing 1 4)
Giant Form (Spell 4)
Clairvoyance (Spell 3)
Divine Fortune (Spell 3)
Harrowstrike (Spell 1)
Divine Blaze (Spell 4)
To the discussion page!
BR eddiephlash |
SCENARIO C: The Waxworks
You see the smoke before anything else, rising up in twin streams from the canopy and collecting in the dome of the sky. Then you see the ruined manor, sprawling and crumbling all at once, as if the building had taken a big sigh and began to settle wherever it landed.
Just as smoke spews from the chimneys, people spew out the doors. It’s more of the copies, the same people over and over again. They come out in bursts and scatter into the woods, probably looking for you. You’ll have to sneak past them to make your way inside.
SETUP:
LOCATIONS:
2 - Laboratory
2 - Ruin
1 - The Waxworks
2 - The Waxworks
3 - The Waxworks
4 - The Waxworks
H - Storehouse
Story Banes:
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
DURING THIS SCENARIO:
TColMaster Seoni |
Starting Location: Ruin
Hand: Light Crossbow (Core), Disable Mechanism, Asmodeus's Tyranny, Wand of Enervation, Korvosan House Drake, Lightning Bolt,
Displayed:
Deck: 13 Discard: 0 Buried: 0
"Hero Points:
XP: 2
Tier:4 // Seoni has the following scourges marked:Poisoned:"While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Blessings 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!"
"
Middle of Deck (Unknown Order): Wand of Acid Burst, Magical Mansion, Vampiric Touch, Death's Touch, Djinn, Irori's Mastery, Noble, Good Omen, Acadamae Student, The Snakebite, The First, Circlet of Mental Acuity, Fireball Beads
Recharged:
Discard Pile:
Buried Pile:
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.
BR eddiephlash |
During This Adventure:
During This Scenario:
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
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
Scenario Level (#): 4
Turn: 0, Radovan/AbrahamZ
Monsters
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Barriers
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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.
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
ArcaneDivinePerception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
Weapons
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.
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.
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.
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.
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
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.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
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.
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.
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.
Armors
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.
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.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
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.
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.
Items
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.
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.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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
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.
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.
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.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
Blessings
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.
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.
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.
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.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 0
[b]Hourglass
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #4: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #7: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Please post starting info:
Talitha of the Staff |
Talitha will start at the Ruin.
Upgrade Bit of Luck into Arcana Theft and Blessing of Pharasma into Blessing of Angradd
Hand: Arcana Theft, Dehydrating Touch, Belt of Teeth, Cleric of Nethys, Blessing of Asmodeus, Blessing of Angradd, Magus Arcana,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Ruin
Hero Points: 3
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.
Middle of Deck (Unknown Order): Anubis Staff, Ghost Whip, Strength, Anathemic Volume, Staff of Heaven and Earth, Blessing of Maat, Cure, Gallivance, Blessing of Iomedae, Blessing of Qi Zhong, Staff of Dark Flame, Blessing of Abraxas, Blessing of the Seventh Veil, Volcanic Storm
Recharged:
Discard Pile:
Buried Pile:
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)
Hakon the Smasher |
Trading out Prayer for a TBD Harrow loot. Upgraded armor 3. Starting location Storehouse.
Hand: Dragonbane Greatsword, Cure (Core), Magic Spiked Full Plate, Gorum's Iron, TBD Harrow, Restorative Touch (Core),
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Current Location: Storehouse
Hero Points: 1"
"NOTES:
Available Support: Folio reroll:
Blessings are available for use.Gorum's Iron: On any check, discard to bless. On a non-Attack combat check, recharge 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!"
"
Middle of Deck (Unknown Order): Good Omen (Core), Enhance, Wand of Restorative Touch, Pharasma's Knowing, Lyrune-quah Truthspeaker, Sacred Candle (Core), Divine Insight, Shock Glaive, Cat (Core), Bodyguard, Gray Maiden Plate, Thundering Earthbreaker
Recharged:
Discard Pile:
Buried Pile:
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 ([x] or a spell or a blessing) 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.)
Display Magic Spiked Full Plate asap.
Radovan Z. |
Radovan starts at the Ruin.
No weapon in my starting hand. Could be interesting.
Hand: Shark Skin Armor, Poisoned Bullets, Belt of Physical Might, Alaeron, Zae, The Locksmith,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: The Ruin
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.
Middle of Deck (Unknown Order): Adamantine Sai +2, Wayfinder (Core), Blackjack's Rapier, Deadeye Pistol +1, The Winged Serpent, The Theater, The Uprising, Keren Rhinn, Appleslayer, Sable Company Leathers, Grogul, The Joke, Rodrick, Snick
Recharged:
Discard Pile:
Buried Pile:
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:
☐ 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.
BR eddiephlash |
During This Adventure:
During This Scenario:
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
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
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.
Story Bane
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
Scenario Level (#): 4
Turn: 1, Talitha/MauveAvenger
Monsters
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
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.
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.
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.
Barriers
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.
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.
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.
Core
Barrier 1
Traits:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
CotCT
Barrier 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.
Weapons
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.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
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.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
Spells
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.
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.
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
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.
Armors
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.
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.
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.
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.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Items
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.
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.
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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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
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.
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.
CotCT
Ally 4
Traits:
Human
Skald
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat A Barrier 0
Display. While displayed:
* On all Strength and Acrobatics 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 Strength and Acrobatics checks, add 3.
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.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Blessings
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.
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.
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.
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.
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.
Hour Power: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
Current Hour:
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.
Hours Remaining: 23
Hourglass
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.
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.
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
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.
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.
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.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
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.
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
The 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.
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.
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.
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 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 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.
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.
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.
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.
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 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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The 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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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.
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.
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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.
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.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/tcolmaster01, Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack, None
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.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
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.
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.
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
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.
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.
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.
Location #3: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
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.
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.
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.
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.
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.
Location #4: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
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.
TotH
Story Bane 1
Type: Monster
Traits:
Outsider
Storykin
Veteran
To Defeat:
Intelligence
Craft
Fortitude
Knowledge 3+#
THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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.
Location #5: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
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.
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.
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.
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.
Location #6: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
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.
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.
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.
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.
Location #7: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
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.
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.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
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 #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Loot, Radovan's Monsters, etc.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
BR eddiephlash |
Shields!
Talitha:
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.
Hakon:
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.
Seoni:
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.
Radovan:
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.
Talitha of the Staff |
Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
Out of Turn Updates: Draw Shoanti Barbarian Hide
Turn: Turn 1 - 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.
Hour Power: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
Harrow Power: The difficulty of checks against summoned banes in increased by 4.
SOT: Display Shoanti Barbarian Hide
Move: Stay at Ruin
Explore: 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.
Dexterity 13: 1d6 ⇒ 2
Not acquired. Discard Blessing of Asmodeus to explore again.
Explore 2: Roc
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
Banish Dehydrating Touch to recovery to do Arcana+2d6. Reload Belt of Teeth to add 1d4 and the Piercing trait.
Combat 19: 1d10 + 4 + 2d6 + 1d4 ⇒ (8) + 4 + (4, 5) + (2) = 23
Defeated.
End Turn: Reset hand. Bury Blessing of Asmodeus from Withering.
Recovery:
-Dehydrating Touch: Arcane 11: 1d10 + 4 ⇒ (2) + 4 = 6
[u]Summary[/u]:
Movement: Ruin
Acquired: N/a
Banished: Ruin Card 1&2: Seeking Longbow, Roc
Examined: Ravine Card 3: N/a
Random Card(s) Used: N/a
Displayed: None
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Arcana Theft, Belt of Teeth, Cleric of Nethys, Blessing of Abraxas, Blessing of Angradd, Magus Arcana,
Displayed: Shoanti Barbarian Hide,
Deck: 13 Discard: 1 Buried: 1
Current Location: Ruin
Hero Points: 3
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.
Middle of Deck (Unknown Order): Anubis Staff, Blessing of the Seventh Veil, Volcanic Storm, Blessing of Qi Zhong, Staff of Dark Flame, Anathemic Volume, Strength, Gallivance, Cure, Staff of Heaven and Earth, Ghost Whip, Blessing of Iomedae, Blessing of Maat
Recharged:
Discard Pile:
Buried Pile:
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)
Hakon the Smasher |
The Wanderer: When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
Pass Talitha The Carnival.
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.
Harrow of Books difficulty increase: 1d6 ⇒ 1
combat 11 +4 +4 +1 revealing Dragonbane Greatsword discarding Gorum's Iron to bless: 2d10 + 1d12 + 6 ⇒ (7, 5) + (7) + 6 = 25
Bury Gorum's Iron for AYA. Summon the Danger to close.
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.
increased difficulty: 1d6 ⇒ 1
Since there is only 1 Shoanti Barbarian Hide in vault replacing it with random armor #1 Shoanti Barbarian Hide... Armor #2 Magic Klar.
combat 11 +4 +4 +1 revealing Dragonbane Greatsword, burying Magic Klar to add my diplomacy: 1d10 + 1d12 + 1d8 + 7 ⇒ (3) + (3) + (4) + 7 = 17
folio reroll on the d12: 1d12 ⇒ 7
21 succeeds. Suffer Dazed. Shuffle a new monster into The Waxworks #3. Everyone moves. Hakon moves to Storehouse.
Hand: Dragonbane Greatsword, Cure (Core), Restorative Touch (Core), Sacred Candle (Core), Pharasma's Knowing, Bodyguard,
Displayed: Magic Spiked Full Plate,
Deck: 9 Discard: 0 Buried: 2
"Current Location: Storehouse
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: Used
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.
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!"
"
Middle of Deck (Unknown Order): Gray Maiden Plate, Shock Glaive, Cat (Core), Wand of Restorative Touch, Good Omen (Core), Lyrune-quah Truthspeaker, Enhance, Thundering Earthbreaker, Divine Insight
Recharged:
Discard Pile:
Buried Pile:
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 ([x] or a spell or a blessing) 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.)
Ruin closed.
The Carnival handed to Talitha.
Replaced my armor pull with random armor #2 Magic Klar.
TColMaster Seoni |
Out of Turn Updates: Move to Storehouse
Turn - Hour: The Desert
Hour Rules: When you move during your move step, bury a card.
Harrow 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.
SOT: Display Sable Company Hide
Give Card: None
Move: XX -> YY
Location Powers: Treat your hand size as 1 larger.
Explore: The Unicorn
Charisma 8: 1d12 + 2 ⇒ (6) + 2 = 8
Acquired
-Discard it to Explore
Disable Mechanism, Recharge Lightning Bolt for 1d4 power
Death's Breath Door Dex 10: 1d6 + 2d8 + 1d4 ⇒ (5) + (3, 4) + (2) = 14
Banished
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
All spells automatically recharge
Seoni resets her hand.
-The Unicorn buried via Withering.
[u]Summary[/u]
Acquired: The Unicorn
Banished: Death's Breath Door
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Light Crossbow (Core), Fireball Beads, Asmodeus's Tyranny, Wand of Enervation, Korvosan House Drake, Irori's Mastery, Circlet of Mental Acuity,
Displayed: Sable Company Hide,
Deck: 12 Discard: 0 Buried: 1
"Hero Points:
XP: 2
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!"
"
Middle of Deck (Unknown Order): Acadamae Student, The First, Noble, Wand of Acid Burst, Death's Touch, Djinn, Vampiric Touch, Magical Mansion, The Snakebite, Good Omen
Recharged: Lightning Bolt, Disable Mechanism,
Discard Pile:
Buried Pile:
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.
BR eddiephlash |
The Waxworks Development: Ruin Closed
The heat within the waxworks is oppressive, and the smell is something truly wretched. There are earthy undertones of boiling fat and a sticky quality of wax gripping to the back of your throat. You feel it in the air, collecting on your skin in a thin layer.
To top it all off, the place is full of enemies. You hear their footsteps everywhere. At one point, you find one of the wells from which they are being birthed. It’s a deep well, covered in so much wax it looks like a hollowed-out candle. A terrifying creature resembling a giant ant pulls the duplicates out of the muck, using her mandibles to clean remnants of filth from her malformed creation. Her clacking legs echo through the halls as she moves from well to well, working hard to produce the Patchwork King’s ramshackle army.
As you move through the manor, you glance back and for a moment see waxy replicas of yourself. The copies wear the same equipment as you but sport the same rictus grin as the rest of the fakes. A burst of steam rushes from a pipe in the wall between you and your doubles, and when it passes, they’ve vanished. You better keep moving, too.
===================================
During This Adventure:
During This Scenario:
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
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
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.
Story Bane
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
Scenario Level (#): 4
Turn: 4, Radovan/AbrahamZ
Monsters
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
CotCT
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, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
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.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
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
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
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.
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.
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.
Weapons
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.
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.
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.
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.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Spells
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* 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.
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.
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.
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.
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.
Armors
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.
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.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
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.
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
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.
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.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
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
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.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
CotCT
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.
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.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
Blessings
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.
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.
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.
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.
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.
Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hours Remaining: 20
Hourglass
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.
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.
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.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
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.
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
The 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.
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.
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.
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 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 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.
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.
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.
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.
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 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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The 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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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.
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.
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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.
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.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Location #3: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
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.
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.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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.
Location #4: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
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.
TotH
Story Bane 1
Type: Monster
Traits:
Outsider
Storykin
Veteran
To Defeat:
Intelligence
Craft
Fortitude
Knowledge 3+#
THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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.
Location #5: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
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.
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.
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.
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.
Location #6: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
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.
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.
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.
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.
Location #7: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/tcolmaster01, Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack, None
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.
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.
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.
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.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
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 #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Loot, Radovan's Monsters, etc.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Radovan Z. |
Off turn: When Hakon closes the Ruin, move with him to the Storehouse.
It is the hour of The Eclipse
Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3.
Harrow Power for this turn: HARROW OF STARS:After your check that was not blessed, recharge a random card.
Give card: Shield of Resistance to Hakon
Free exploration
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.
Reveal Belt of Physical Might
Ask Talitha to discard (or bury if she prefers, which I assume she does) Blessing of Angradd to bless. This also lets makes (?) her draw a card.
Fort 12: 2d8 + 2 + 1d4 ⇒ (6, 5) + 2 + (3) = 16 Acquired.
Display Moon Maiden Armor (not on a devil, but as regular armor)
The check was blessed, so Harrow of Stars is not triggered
Discard Alaeron to explore
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.
Reveal Belt of Physical Might
Recharge Zae
Disable 10: 1d8 + 6 + 1d4 + 1d6 ⇒ (8) + 6 + (3) + (1) = 18 Acquired
Harrow of Stars: 1d4 ⇒ 1 Shark Skin Armor is recharged
Display Blackjack's Gear (not on a devil but as a regular card)
End turn
WITHERING: At the end of your turn, bury a random card from your discards - Alaeron is buried.
Reset Hand
Storehouse Location Power: Treat your hand size as 1 larger
At the start of Talitha's turn: display Sable Company Leathers
Turn Summary:
* Gave Shield of Resistance to Hakon
* Talitha to discard (or bury if she prefers, which I assume she does) Blessing of Angradd to bless. This also lets makes (?) her draw a card.
Hand: Blackjack's Rapier, Poisoned Bullets, Belt of Physical Might, Grogul, The Theater, The Locksmith,
Displayed: Moon Maiden Armor, Blackjack's Gear, Sable Company Leathers,
Deck: 12 Discard: 0 Buried: 1
Current Location: The Storehouse
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.Locksmith: On any Acrobatics or Disable check, discard to bless twice. (This seems super useful vs all these Wax Constructs, so unless it's needed beforehand, I will pass it to Talitha on my next turn so that she can use it with her bury/recharge power).
Movement: If location closes, move to: with the rest of the group, or if splitting up, to XOther: 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.
Middle of Deck (Unknown Order): Appleslayer, The Uprising, Adamantine Sai +2, Rodrick, Keren Rhinn, Wayfinder (Core), Snick, The Winged Serpent, Deadeye Pistol +1, The Joke
Recharged: Zae, Shark Skin Armor,
Discard Pile:
Buried Pile:
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:
☐ 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.
Hakon the Smasher |
Misread Wax Construct. Would have to discard Cure then bury it due to Withering. Not Dazed after all. Replacment card in hand is: Gray Maiden Plate.
Talitha of the Staff |
Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
Out of Turn Updates: Hakon hands Talitha The Carnival. Move to Storehouse with Hakon. Bury Blessing of Angradd for Radovan, draw Staff of Dark Flame.
Turn: Turn 5 - The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hour Power: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
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: Examine top card of location. Examine 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.
Move: Move to Waxworks: 1d4 + 2 ⇒ (4) + 2 = 6 Waxworks #6
Explore: 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.
Discard Bury The Carnival to bless check. Draw Ghost Whip.
Dexterity 11: 2d6 ⇒ (3, 2) = 5 Recharge the buried The Carnival to reroll.
Dexterity 11: 2d6 ⇒ (6, 5) = 11
Defeated. Discard Bury (scenario power) Blessing of Abraxas to explore again.
Explore 2: 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.
Add 1d8 from Adventure power.
Diplomacy 4+4=8: 1d10 + 4 + 1d8 ⇒ (3) + 4 + (7) = 14
Acquired a Book Harrow. Discard to explore again. Ignore immunities and resistances.
Explore 3: 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.
Arcane 7: 1d10 + 4 ⇒ (6) + 4 = 10
Acquired. Discard Cleric of Nethys to examine top two cards, rearrange, then explore.
-Card 1: 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.
-Card 2: Henchman Proxy A3
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.
Will encounter The Snakebite. Scenario power adds 1d8
Intelligence 4+4=8: 1d6 + 1d8 ⇒ (4) + (3) = 7 Recharge Blessing of Angradd to reroll the d8
Intelligence 8: 4 + 1d8 ⇒ 4 + (6) = 10
Acquired a Book Harrow. Discard to explore again. Explore Wax Construct.
Difficulty increases due to Harrow of Books. For combat check, reveal and discard Staff of Dark Flame and Minor Harrowing to do Melee+1d6+1+1d6. Add Fire and Bludgeoning trait. Display Arcana Theft to add 2 die.
Difficulty Increase: 1d6 ⇒ 2
Combat 11+4+4+2=21: 3d8 + 4 + 1d6 + 1 + 1d6 + 4 - 4 ⇒ (6, 4, 2) + 4 + (4) + 1 + (2) + 4 - 4 = 23
Defeated. Bury the discarded The Snakebite. Now can attempt to close. Summon and defeat Wax Construct.
For combat, banish Ghost Whip to do Arcane+2d8
Difficulty Increase: 1d6 ⇒ 2
Combat 11+4+4+2=21: 1d10 + 4 + 2d8 ⇒ (4) + 4 + (4, 7) = 19 Recharge Blessing of Asmodeus to reroll the d10
Combat 21 w/ Paizo Reroll: 1d10 + 4 + 4 + 7 ⇒ (2) + 4 + 4 + 7 = 17 Reload Magus Arcana to reroll
Combat 21 w/ Magus Arcana reroll: 1d10 + 4 + 4 + 7 ⇒ (10) + 4 + 4 + 7 = 25
Defeated. Bury the discarded Minor Harrowing. Heal Cleric of Nethys. Move to Storehouse.
End Turn: Reset hand. Bury the discarded Dehydrating Touch due to Withering.
Recovery:
-Arcana Theft: Arcane 12: 1d10 + 4 ⇒ (9) + 4 = 13
-Ghost Whip: Arcane 10: 1d10 + 4 ⇒ (4) + 4 = 8
[u]Summary[/u]:
Movement: Storehouse->Waxwork #6
Acquired: Waxwork #6 Cards 2,3,4: The Inquisitor, Minor Harrowing, The Snakebite -> Two Book Harrows
Banished: Waxwork Card 1,5: Fangs of Diomazul, Henchman Proxy A3/Wax Construct
Examined: Storehouse Card 3: Zombie
Random Card(s) Used: N/a
Displayed: None
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Gallivance, Belt of Teeth, Anubis Staff, Blessing of Qi Zhong, Blessing of Maat, The Carnival, Magus Arcana,
Displayed: Shoanti Barbarian Hide,
Deck: 12 Discard: 3 Buried: 3
Current Location: Storehouse
Hero Points: 3
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.
Middle of Deck (Unknown Order): Blessing of Iomedae, Cleric of Nethys, Cure, Volcanic Storm, Strength, Anathemic Volume, Blessing of Angradd, Staff of Heaven and Earth, Blessing of the Seventh Veil, Blessing of Asmodeus, Blessing of Abraxas
Recharged: Arcana Theft,
Discard Pile:
Buried Pile:
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)
BR eddiephlash |
During This Adventure:
During This Scenario:
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
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
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.
Story Bane
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
Scenario Level (#): 4
Turn: 6, Hakon/Bigguyinblack
Monsters
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.
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.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
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.
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.
Barriers
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
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.
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.
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
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.
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.
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.
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.
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.
Spells
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* 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.
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.
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
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.
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.
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.
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.
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
Items
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
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.
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.
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.
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
Allies
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.
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.
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.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
CotCT
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.
Blessings
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.
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.
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.
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.
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.
Hour Power: When you acquire a boon, bury it.
Current Hour:
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.
Hours Remaining: 18
Hourglass
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.
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
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.
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
The 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.
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.
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.
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 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 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.
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.
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.
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.
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 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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The 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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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.
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.
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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.
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.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Location #3: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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.
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.
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.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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.
Location #4: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
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.
TotH
Story Bane 1
Type: Monster
Traits:
Outsider
Storykin
Veteran
To Defeat:
Intelligence
Craft
Fortitude
Knowledge 3+#
THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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.
Location #5: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
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.
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.
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.
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.
Location #7: Storehouse
Urban
At This Location: Treat your hand size as 1 larger.
When Closing: Discard your hand.
When Permanently Closed: Draw 2 new items and banish 1 of them.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/tcolmaster01, Radovan/AbrahamZ, Talitha/MauveAvenger, Hakon/Bigguyinblack, 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.
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.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
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 #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Loot, Radovan's Monsters, etc.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hakon the Smasher |
The Betrayal: When this is the hour: When you acquire a boon, bury it.
Pass Pharasma's Knowing to Talitha. Display Gray Maiden Plate. Bury Sacred Candle (Core) to draw the hour: The Betrayal. Hour is now The Vision.
Restorative Touch on Talitha: 1d4 + 1 ⇒ (4) + 1 = 5
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.
combat 9 +4 +4 revealing Dragonbane Greatsword: 1d10 + 1d12 + 7 ⇒ (4) + (9) + 7 = 20
Discard The Betrayal to explore.
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.
melee 10: 1d10 + 5 ⇒ (6) + 5 = 11
Discard Bodyguard to explore.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
End turn. Withering: Bury The Betrayal.
Hand: Dragonbane Greatsword, Cleaving Battleaxe, Good Omen (Core), Cat (Core), Wand of Restorative Touch,
Displayed: Magic Spiked Full Plate, Gray Maiden Plate,
Deck: 5 Discard: 2 Buried: 5
"Current Location: Storehouse
Hero Points: 1"
"NOTES:
Available Support: Folio reroll: Used
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!"
"
Middle of Deck (Unknown Order): Thundering Earthbreaker, Divine Insight, Lyrune-quah Truthspeaker, Enhance, Shock Glaive
Recharged:
Discard Pile:
Buried Pile:
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 ([x] or a spell or a blessing) 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.)
Storehouse cards 1 and 3 banished. Card 2 acquired.
Pharasma's Knowing handed to Talitha.
Healed Talitha for 5.
Acquired the hour The Betrayal.
TColMaster Seoni |
Out of Turn Updates: None
Turn - Hour:The Idiot
Hour Rules: When you fail a check, suffer the scourge Drained.
HarrowWhen 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: Irori's Mastery - Talitha
Move: XX -> YY
Location Powers: Treat your hand size as 1 larger.
Explore: Henchmen A6
Harrow Difficulty Increase: 1d6 ⇒ 2
Wand of Enervation: 2d4 ⇒ (2, 3) = 5
Fireball Beads, Korvosan House Drake
Combat Combat 12(11+4+4+2-5-4): 4d6 + 12 ⇒ (3, 1, 6, 3) + 12 = 25
Defeated!
Discard 1 card for Wax Construct, remainder of hand for Storehouse.
(Light Crossbow, Asmodeus's Tyranny, Circlet, Starknife)
Draw 2 items and Banish 1
Persona Mask (Item 3) OR Wand of Restorative Touch (Item 4)
Take Wand, use it (Bury) on Hakon
RNG: 1d4 + 1 ⇒ (2) + 1 = 3
Move to Lab
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
Withering: 1d4 ⇒ 2(Asmodeus's Tyranny)
[u]Summary[/u]
Acquired: Wand of Restorative Touch
Banished: Henchmen
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Good Omen, Djinn, Noble, Magical Mansion, Wand of Acid Burst, Acadamae Student,
Displayed: Sable Company Hide,
Deck: 9 Discard: 2 Buried: 3
"Hero Points:
XP: 2
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!"
"
Middle of Deck (Unknown Order): Vampiric Touch, The First, Death's Touch, The Snakebite
Recharged: Lightning Bolt, Disable Mechanism, Korvosan House Drake, Wand of Enervation, Fireball Beads,
Discard Pile:
Buried Pile:
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.
BR eddiephlash |
Hammers:
Seoni:
CotCT Weapon 4
Traits: Finesse Knife Magic Melee Piercing Ranged Respect
To Acquire: Strength Dexterity Acrobatics Melee Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2. On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check. After playing this weapon on a check, powers that reroll dice may be ignored.
Radovan:
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.
Talitha:
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.
Hakon:
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.
Radovan Z. |
Following Hakon's suggestion in Discord, please note that on Radovan's last turn, instead of passing Shield of Resistance to Hakon, instead Radovan passed it to Seoni, (which I think means that it is now in Seoni's discards, since she had to discard her whole hand when she closed the Storehouse).
Also, Seoni, if it turns out we are at the same location in the future and you still have Limning Starknife in hand, this weapon would be useful to Radovan (but no big deal, he has other weapons to use at present).
Off turn:
When Storehouse closes, Radovan moves to wherever Talitha is going.
Per discussion in Discord, Talitha wants to move to a random Waxworks: 1d3 + 2 ⇒ (3) + 2 = 5 Talitha is now at Waxworks 5, and Radovan moves there as well.
Receive (from Hammers scenario boon) Vindicator.
It is the hour of The Locksmith
Hour Power: On your check, you may recharge a card to replace all d4s with d8s.
Give card: The Locksmith to Talitha
Move to: Waxworks Location #3
Harrow Power for this turn: 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.
Waxworks Location Power: When you fail a check to acquire an ally, suffer damage as if it were a monster.
Free exploration
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.
Use Quang power to evade. Waxworks #3 has been shuffled.
Discard Grogul to explore shuffled Waxworks
Waxworks 3: 1d9 ⇒ 1 Ugh. Evade again, by the power of Quang. Location shuffled again.
Discard the Theater to examine, then explore, Waxworks.
Waxworks 3: 1d9 ⇒ 9
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.
Freely reveal Belt
For the rest of the adventure, on checks to acquire a Suit: Shields blessing, add 1d8.
Con 4+4=8: 1d8 + 1d4 + 1d8 ⇒ (6) + (3) + (4) = 13
Harrow of Shields blessing acquired
Display on Quang
End turn
WITHERING: At the end of your turn, bury a random card from your discards. - Grogul is buried.
Waxworks Location Power: At the end of your turn, each local character suffers 1d4-2 Fire damage. Norge reduces this to 0, so no effect on Radovan.
Reset Hand. Discard Blackjack's Rapier before resetting.
At the start of Talitha's turn: recharge Blackjack's Gear to heal Blackjack's Rapier.
Hand: Vindicator, Poisoned Bullets, Belt of Physical Might, Keren Rhinn, The Winged Serpent, The Uprising,
Displayed: Moon Maiden Armor, Sable Company Leathers, The Waxworks Q1,
Deck: 11 Discard: 1 Buried: 2
Current Location: 3 Waxworks
Hero Points: 1
Paizo merch reroll: Available
NOTES:
Available Support: Blessings and other cards are available unless stated otherwise.Vindicator: On a distant character's combat check, freely reload to add 1d8.
Winged Serpent: On a distant check, recharge to bless.
The Uprising: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Movement: If location closes, move to: with the rest of the group, or if splitting up, to XOther: 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.
Middle of Deck (Unknown Order): Shark Skin Armor, Blackjack's Rapier, Zae, Deadeye Pistol +1, Rodrick, The Joke, Appleslayer, Adamantine Sai +2, Snick, Wayfinder (Core)
Recharged: Blackjack's Gear,
Discard Pile:
Buried Pile:
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:
☐ 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.
Talitha of the Staff |
Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
Out of Turn Updates: Hakon hands Talitha Pharasma's Knowing. Hakon heals Talitha for 5. Heal Ghost Whip, The Inquisitor, and Staff of Dark Flame. Seoni hands Talitha Irori's Mastery. Draw Thundering Earthbreaker from Scenario. Move to Waxworks #5. Radovan gives Talitha The Locksmith.
Turn: Turn 9 - The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
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: N/a
Move: Move to Waxworks #4
Explore: The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Recharge Irori's Mastery to bless.
Constitution 4+4=8: 2d6 ⇒ (6, 3) = 9
Acquired a Shield Harrow! Will discard bury (due to scenario power) Blessing of Qi Zhong to explore again.
Explore 2: 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.
Reveal Gallivance and bury The Carnival to do Melee+1d6+1+Arcane. Reload Belt of Teeth to 1d4 and Piercing trait
Combat 11+4+4=19: 1d8 + 4 + 1d6 + 1 + 1d10 + 4 + 1d4 ⇒ (7) + 4 + (4) + 1 + (8) + 4 + (4) = 32
Defeated. Will discard Pharasma's Knowing to explore again.
Explore 3: 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.
Arcane 9: 1d10 + 4 ⇒ (2) + 4 = 6 Recharge Blessing of Qi Zhong to reroll
Arcane 9 w/ reroll: 1d10 + 4 ⇒ (7) + 4 = 11
Acquired. Will banish to recovery to examine top three cards of any location. Will chose Talitha's location.
-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.
-Card 2: Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
-Card 3: Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
Will not change order. Discard The Locksmith to explore again.
Explore 4: The Hidden Truth
Add 1d8 from Adventure power.
Intelligence 4+4=8: 1d6 + 1d8 ⇒ (6) + (1) = 7 Recharge the buried Blessing of Qi Zhong to reroll the d8.
Intelligence 8 w/ reroll: 6 + 1d8 ⇒ 6 + (4) = 10
Acquired a Book Harrow. Recharge and discard Anubis Staff to explore again.
Explore 5: Raccoon
Bury The Trumpet to bless twice.
Wisdom 12: 3d6 ⇒ (3, 2, 3) = 8 Recharge the buried The Trumpet to reroll
Wisdom 12: 3d6 ⇒ (6, 4, 6) = 16
Acquired! Discard to explore again.
Explore 6: Symbol of Agony
Arcane 9: 1d10 + 4 ⇒ (9) + 4 = 13
Defeated!
End Turn: Reset hand. Bury the discarded Pharasma's Knowing due to Withering.
Waxwork EOT Fire damage: 1d4 - 2 ⇒ (1) - 2 = -1
Recovery:
-Clairvoyance: Arcane 11: 1d10 + 4 ⇒ (5) + 4 = 9
[u]Summary[/u]:
Movement: Waxwork #5->Waxwork #4
Acquired: Waxwork #4 Cards 1,3,4,5: The Trumpet, Clairvoyance, The Hidden Truth, Raccoon
Banished: Waxwork #4 Cards 2, 6: Ghoul, Symbol of Agony
Examined: Storehouse Card 3: N/a
Random Card(s) Used: N/a
Displayed: None
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): N/a
Hand: Gallivance, Thundering Earthbreaker, Strength, Belt of Teeth, Blessing of Maat, Magus Arcana,
Displayed: Shoanti Barbarian Hide,
Deck: 18 Discard: 3 Buried: 5
Current Location: Waxwork #4
Hero Points: 3
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.
Middle of Deck (Unknown Order): Blessing of Angradd, The Inquisitor, Ghost Whip, Blessing of Iomedae, Arcana Theft, Blessing of the Seventh Veil, Volcanic Storm, Cleric of Nethys, Anathemic Volume, Blessing of Abraxas, Staff of Heaven and Earth, Staff of Dark Flame, Cure, Blessing of Asmodeus
Recharged: Irori's Mastery, Blessing of Qi Zhong, The Hidden Truth, The Trumpet,
Discard Pile:
Buried Pile:
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)
BR eddiephlash |
I sent Hakon with Seoni to the Lab.
During This Adventure:
During This Scenario:
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
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
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.
Story Bane
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
Scenario Level (#): 4
Turn: 10, Hakon/Bigguyinblack
Monsters
Core
Monster 2
Traits:
Troll
Veteran
To Defeat:
Combat 8+##
THEN Combat 10+##
Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
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.
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.
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.
Barriers
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.
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.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, then banish this barrier.
Core
Barrier 0
Traits:
Fire
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics 6+#
OR Constitution
Craft
Fortitude 7+#
Before acting, each local character suffers 1 Fire damage.
If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.
CotCT
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.
Weapons
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.
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.
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.
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.
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.
Spells
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.
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
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.
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.
Armors
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
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.
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.
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.
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.
Items
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.
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.
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.
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.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
Allies
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.
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.
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
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.
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
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.
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.
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.
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.
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.
Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.
Current Hour:
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: 14
Hourglass
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.
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.
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.
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 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 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.
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.
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.
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.
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 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.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The 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.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/tcolmaster01, Hakon/Bigguyinblack, None
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.
CotCT
Spell 2
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a Construct, Lock, or Trap bane, banish to evade it.
On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
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.
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.
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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.
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.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Location #3: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Radovan/AbrahamZ, Firepelt Cougar
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.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
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.
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.
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.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
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 #4: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Talitha/MauveAvenger, None
TotH
Story Bane 1
Type: Monster
Traits:
Outsider
Storykin
Veteran
To Defeat:
Intelligence
Craft
Fortitude
Knowledge 3+#
THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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.
Location #5: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
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.
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.
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.
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.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Loot, Radovan's Monsters, etc.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hakon the Smasher |
Heal 2 on Seoni's turn. Then draw Acidic Bolas.
Per my notes move with Talitha on The Rakshasa: When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
Pass Good Omen to Seoni.
Move to Location #4: The Waxworks.
TotH
Story Bane 1
Type: Monster
Traits:
Outsider
Storykin
Veteran
To Defeat:
Intelligence
Craft
Fortitude
Knowledge 3+#
THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
random local character 1. Talith, 2. Hakon: 1d2 ⇒ 1
Talitha summons and encounters Wax Construct. Note 1d6 increased difficulty due to hour.
Talitha of the Staff |
Talitha must summon and encounter 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.
Reveal Gallivance and bury Belt of Teeth to do Melee+1d6+1+Arcane.
Difficulty Increase: 1d6 ⇒ 1
Combat 11+4+4+1=20: 1d8 + 4 + 1d6 + 1 + 1d10 + 1 ⇒ (8) + 4 + (2) + 1 + (7) + 1 = 23
Defeated.
Hand: Gallivance, Thundering Earthbreaker, Strength, Blessing of Maat, Magus Arcana,
Displayed: Shoanti Barbarian Hide,
Deck: 18 Discard: 3 Buried: 6
Current Location: Waxwork #4
Hero Points: 3
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.
Middle of Deck (Unknown Order): Volcanic Storm, Cleric of Nethys, The Inquisitor, Anathemic Volume, Ghost Whip, Staff of Heaven and Earth, Cure, Blessing of Angradd, Blessing of Asmodeus, Arcana Theft, Blessing of Iomedae, Blessing of the Seventh Veil, Blessing of Abraxas, Staff of Dark Flame
Recharged: Irori's Mastery, Blessing of Qi Zhong, The Hidden Truth, The Trumpet,
Discard Pile:
Buried Pile:
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)
Hakon the Smasher |
difficulty increase on Marzalee the Weaver: 1d6 ⇒ 2
Radovan discards The Uprising.
knowledge 3 +4 +2 blessed by The Uprising: 2d8 + 1 ⇒ (8, 1) + 1 = 10
combat 13 +4 +4 +2 revealing Dragonbane Greatsword, blessed by The Uprising: 2d10 + 1d12 + 7 ⇒ (1, 10) + (2) + 7 = 20
spend last hero point to reroll: 2d10 + 1d12 + 7 ⇒ (1, 2) + (2) + 7 = 12
Take 11 damage. Discard hand. Pausing for possible avenge.
Hakon the Smasher |
No Avenge. Discard hand. Get poisoned. Move Hakon and Talitha to Laboratory end of turn. Bury Wand of Restorative Touch to Withering because of course.
Hand: Shock Glaive, Thundering Earthbreaker, Divine Insight, Restorative Touch (Core), Enhance,
Displayed: Magic Spiked Full Plate, Gray Maiden Plate,
Deck: 2 Discard: 4 Buried: 6
"Current Location: Laboratory
Hero Points: 0 // Hakon has the following scourges marked:Poisoned:"While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
"NOTES:
Available Support: Folio reroll: Used
Blessings are available for use.Divine Insight: On any check to defeat a barrier, banish to add 2d6.
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)Thundering Earthbreaker: On a local check against a Lock or Obstacle barrier, recharge to add 1d12.
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!"
"
Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Bodyguard
Recharged:
Discard Pile:
Buried Pile:
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 ([x] or a spell or a blessing) 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.)
Poisoned effect recharge: Thundering Earthbreaker.
Marzalee the Weaver is at Waxworks #4.
Discarded Radovan's The Uprising.
Restorative Touch on self at start of Seoni's turn removing Poisoned: 1d4 + 1 ⇒ (1) + 1 = 2
TColMaster Seoni |
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: Display Magical Mansion @ Lab
Give Card: None
Move: XX -> YY
Location Powers: When you fail a check to defeat a bane, suffer 1 Acid damage.
Explore: Magical Mansion: 1d4 + 1 ⇒ (2) + 1 = 3
-Heal all cards.
-Discard Academy Student to Explore
Good Omen
Liquid Courage INT 9: 1d8 + 1d6 + 4 ⇒ (3) + (5) + 4 = 12
Acquired
-Discard Noble to Explore
Good Omen 2
Disable Mechanism Arcane 10: 1d12 + 1d6 + 4 + 4 ⇒ (7) + (2) + 4 + 4 = 17
Acquired
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
Withering: 1d2 ⇒ 1
--Academy Student.
[u]Summary[/u]
Acquired: Liquid Courage, Disable Mechanism
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
Hand: Liquid Courage, Djinn, Disable Mechanism 2, Limning Starknife, Wand of Acid Burst, The First,
Displayed: Sable Company Hide, Magical Mansion,
Deck: 12 Discard: 1 Buried: 4
"Hero Points:
XP: 2
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!"
"
Middle of Deck (Unknown Order): The Snakebite, Wand of Enervation, Lightning Bolt, Circlet of Mental Acuity, Disable Mechanism, Korvosan House Drake, Death's Touch, Light Crossbow (Core), Fireball Beads, Vampiric Touch
Recharged: Good Omen, Good Omen 2,
Discard Pile:
Buried Pile:
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.