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

Game Master eddiephlash

Turn Order:

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


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TColMaster Seoni Deck Handler

Blessed: 1d8 ⇒ 4 Pass PER 8 check.

Heal from Hakon
RNG: 1d10 + 1d9 + 1d8 + 1d7 ⇒ (1) + (6) + (2) + (2) = 11

Seoni wrote:

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!"

"

Deck, Discard, Buried:

Reloaded:
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: Noble, Light Crossbow (Core), Korvosan House Drake, Djinn, Winged Serpent, The First,
Buried Pile: Ausio Carowyn,
"
Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Knowlege:Intelligence +1
Perception: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2

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


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

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.

Talitha wrote:

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.

Deck, Discard, Buried:

Reloaded:
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: Blessing of Asmodeus, Blessing of Pharasma, Volcanic Storm, Strength, Anubis Staff, Dehydrating Touch, Cleric of Nethys, Harrowstrike,
Buried Pile:

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

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


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

cure Seoni during her turn: 1d4 + 1 ⇒ (3) + 1 = 4

divine 8 to recover blessed by hour: 2d8 + 1 ⇒ (5, 8) + 1 = 14


No rabbit spotting (but no discarding from deck either) for the villain proxies, only the henchman ones. And don't forget BESIEGED ranged damage when moving!


Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

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

Forest Card 1 is Deadfall Scorpion:

Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.

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

Forest Card 2 is King of the Briar Patch (closing henchman):

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

Random barrier 1 is Warband:

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

Warband requires Radovan to summon and encounter a monster but there are no more random monsters. Pausing for BR update.

Still need to do, after completing Warband:

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).


"He just darted over there! Get the rabbit!"
-The current player at each table may search a location, then may banish a card from that location. (If the player is in an encounter, they must wait until after the encounter.)


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

Hakon will autofail Perception this time. Discard top card of deck: Lyrune-quah Truthspeaker.


Monster to Display:

Vampire Spawn:

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:

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.


Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

Display Vampire Spawn on Fell Viridio

Encounter - as a part of Warband, as part of attempting to close the Forest - Bogeyman.

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

Radovan wrote:

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 X

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

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

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Theater, Appleslayer, Deadeye Pistol +1
Recharged: Zae, Snick, Alaeron, Poisoned Bullets, Wayfinder (Core), Wolverine, Keren Rhinn, Shark Skin Armor,
Discard Pile: Rodrick, The Locksmith, Grogul,
Buried Pile: Rajambari Q3, Mimic Q2,

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

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

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


  • Radovan's latest monster:

    Accursed Priest:

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

    Seoni and Talitha need to do a Rabbit spotting check.

    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • On checks to acquire a Suit: Keys, Stars, Crowns, or Books blessing, add 1d8.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    During This Scenario:

    Setup:

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

  • When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# 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.
  • When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
  • After you encounter or evade a Proxy A, you may banish it.
  • Perils Wildcard:
    WEARISOME:
    Each turn, you may use no more than 1 power that lets you explore.

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

  • While fewer than 2 villain proxies are displayed, you cannot guard and when you defeat a villain proxy, display it.
  • If you defeat and corner the final villain proxy, report a “Rabbit Captured” success to the table coordinator.

    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

    King of the Briar Patch:

    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

    Random Cards:

    Monsters
    Spoiler:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Will-o'-wisp
    Core
    Monster 2
    Traits:
    Aberration
    Electricity
    To Defeat:
    Combat 13
    Immune to Attack. All damage is Electricity damage.
    After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location.

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

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

    Spoiler:
    Cave Bear
    Core
    Monster 1
    Traits:
    Animal
    Veteran
    To Defeat:
    Combat 11+##
    OR Survival 6+#
    Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage.
    After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded.

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

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

    Spoiler:
    Thunderstorm
    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.

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

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

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

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

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

    Spoiler:
    Limning Starknife
    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.

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

    Spells
    Spoiler:
    Enhance
    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.

    Spoiler:
    Minor Harrowing
    CotCT
    Spell 1
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 7
    OR Wisdom
    Divine 8
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
    * When this location is closed, banish.

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


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

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


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

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


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

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


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

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

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

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

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

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

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

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


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

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

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

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

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

    Spoiler:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

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

    Spoiler:
    Djinn
    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
    Spoiler:
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

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

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

    Spoiler:
    The 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.

    Spoiler:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.

    Hour Power: Your non-combat check against a bane is blessed.

    Current Hour:

    The Uprising:
    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.

    Hours Remaining: 13

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Hakon/Bigguyinblack
    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.
    Hourglass Card 2 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Seoni/tcolmaster01
    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.
    Hourglass Card 3 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ
    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.
    Hourglass Card 4 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 4 Talitha/MauveAvenger
    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.
    Hourglass Card 5 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Hakon/Bigguyinblack
    The Inquisitor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: You may not use powers to reroll dice.
    To Acquire:
    Intelligence
    Diplomacy 4+#
    On any check, discard to bless and ignore immunities and resistances.
    Discard to explore. This exploration, you may ignore immunities and resistances.
    Hourglass Card 6 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Seoni/tcolmaster01
    The Mute Hag
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a spell.
    To Acquire:
    Wisdom
    Arcane 4+#
    Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
    Discard to examine the top card of any location, then you may explore.
    Hourglass Card 7 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ
    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.
    Hourglass Card 8 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 8 Talitha/MauveAvenger
    The Hidden Truth
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
    To Acquire:
    Intelligence
    Stealth 4+#
    On your check, freely discard to use your Intelligence die instead of the normal die.
    Recharge to examine the top card of your location, then you may discard a card to explore.
    Hourglass Card 9 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Hakon/Bigguyinblack
    The Bear
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your Strength check, add 2.
    To Acquire:
    Strength
    Acrobatics 4+#
    On your check, freely discard to use your Strength die instead of the normal die.
    Discard to explore.
    Hourglass Card 10 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 11 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 11 Radovan/AbrahamZ
    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.
    Hourglass Card 12 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 12 Talitha/MauveAvenger
    The Tyrant
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
    To Acquire:
    Charisma
    Fortitude 4+#
    On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
    Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
    Hourglass Card 13 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Hakon/Bigguyinblack
    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

    The Tangled Briar Card 1:
    Henchman Proxy A6
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Tangled Briar Card 2:
    Phantasmal Apparition
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Trigger
    Veteran
    To Defeat:
    Intelligence
    Knowledge 6+#
    OR Perception 4+#
    When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
    If undefeated, suffer the scourge Exhausted.
    If defeated, you may examine the top 2 cards of your location.
    The Tangled Briar Card 3:
    Villain Proxy V1
    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.
    The Tangled Briar Card 4:
    The Queen Mother
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Knowledge check is blessed.
    To Acquire:
    Wisdom
    Knowledge 4+#
    On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
    Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
    The Tangled Briar Card 5:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
    The Tangled Briar Card 6:
    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.
    The Tangled Briar Card 7:
    Sable Company Leathers
    CotCT
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Acrobatics
    Fortitude 10
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
    * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.

    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
    Mountain Card 1:
    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.
    Mountain Card 2:
    Madness Mist Trap
    CotCT
    Barrier 3
    Traits:
    Cache
    Lock
    Magic
    Trap
    To Defeat:
    Disable 8
    OR Fortitude 10
    If defeated, draw a new spell or item.
    If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
    Mountain Card 3:
    Villain Proxy V2
    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.
    Mountain Card 4:
    Mithral Chain Shirt
    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.
    Mountain Card 5:
    Catoblepas
    CotCT
    Monster 4
    Traits:
    Aberration
    Trigger
    To Defeat:
    Combat 20
    When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
    If undefeated, each local character suffers the scourge Poisoned.
    Mountain Card 6:
    The Big Sky
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: At the start of your turn, you may remove 1 of your scourges.
    To Acquire:
    Strength
    Stealth 4+#
    On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
    Discard to explore, or to move then explore.
    Mountain Card 7:
    Brain Ooze
    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.
    Mountain Card 8:
    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.
    Mountain Card 9:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    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
    Cards Not In the Box Card 1:
    Accursed Priest
    Core
    Monster 1
    Traits:
    Cleric
    Undead
    Veteran
    To Defeat:
    Combat 11+##
    OR Divine 8+##
    Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
    After acting, a local character buries a blessing.
    Cards Not In the Box Card 2:
    Unseen Sentinel
    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.
    Cards Not In the Box Card 3:
    Enormous Reefclaw
    CotCT
    Monster 3
    Traits:
    Aberration
    Aquatic
    To Defeat:
    Combat 19
    Before acting, each local character suffers 1 Combat damage.
    If this monster would be defeated, reroll.
    Cards Not In the Box Card 4:
    Garden Guardian
    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.
    Cards Not In the Box Card 5:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.
    Cards Not In the Box Card 6:
    Basilisk
    Core
    Monster 3
    Traits:
    Aberration
    Basilisk
    To Defeat:
    Combat 14
    Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled.
    If undefeated, bury a random card from your discards.
    If defeated, remove the scourges Dazed and Entangled from all local characters.
    Cards Not In the Box Card 7:
    Mimic
    Core
    Monster 2
    Traits:
    Aberration
    Trap
    To Defeat:
    Combat 15
    OR Wisdom
    Perception 9
    On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
    If undefeated, suffer the scourge Entangled.
    Cards Not In the Box Card 8:
    Red Mantis Initiate
    CotCT
    Monster 2
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 10+##
    OR Wisdom 5+#
    Before acting, a random local character suffers 1d4 Ranged Combat damage.
    If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned.
    Cards Not In the Box Card 9:
    Sczarni Thief
    CotCT
    Monster 1
    Traits:
    Human
    Rogue
    Veteran
    To Defeat:
    Combat 9+##
    OR Stealth 5+#
    Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
    If undefeated, bury either a random item from your discards or the top card of your deck.
    Cards Not In the Box Card 10:
    Smoke Slayer
    CotCT
    Monster 2
    Traits:
    Elemental
    To Defeat:
    Combat 13
    Resistant to Melee.
    Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
    Cards Not In the Box Card 11:
    Rajambari
    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.
    Cards Not In the Box Card 12:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


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

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: Must do BYA from Radovan's turn.

    Acrobatics 4: 1d4 ⇒ 1

    Discard Ghost Whip from top of deck.

    Turn: Turn 11 - The Uprising

    The Uprising:
    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

    Invisible Wall:
    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

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: Blessing of Asmodeus, Blessing of Pharasma, Volcanic Storm, Strength, Anubis Staff, Dehydrating Touch, Cleric of Nethys, Ghost Whip, Bit of Luck, Harrowstrike,
    Buried Pile:

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

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


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

    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.

    Mountain Card 2: Madness Mist Trap:

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

    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.

    Hakon wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pit Gladiator, Shock Glaive, Wand of Restorative Touch, Restorative Touch (Core)
    Recharged: Cure (Core),
    Discard Pile: Infernal Healing, Gorum's Iron, Bodyguard, Thundering Earthbreaker, Cat (Core), Giant Form, Lyrune-quah Truthspeaker, Clairvoyance, Enhance,
    Buried Pile: Pharasma's Knowing, Prayer, Sacred Candle (Core),
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type ([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 Deck Handler

    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

    Seoni wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Good Omen, Acadamae Student, Wand of Enervation, Fireball Beads, Knock
    Recharged: Lightning Bolt, The Empty Throne,
    Discard Pile: Asmodeus's Tyranny, Noble, Circlet of Mental Acuity, Light Crossbow (Core), Korvosan House Drake, Djinn, Winged Serpent, The First,
    Buried Pile: Ausio Carowyn, Disable Mechanism,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☐ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

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


    Hakon and Talitha both need to take another Ranged combat upon moving back to the Briar.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    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

    Tangled Briar Card 1 is King of the Briar Patch (closing henchman):

    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

    only remaining Tangled Briar Card is King of the Briar Patch (villain):

    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"


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

    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!


    Will bot Seoni. Seoni must do Acrobatics, Fortitude, Perception, or Survival or discard top card of deck. Talitha will bury Blessing of the Seventh Veil to bless check twice. Draw Staff of Heaven and Earth

    Perception 4+4=8: 3d8 + 3 ⇒ (8, 6, 7) + 3 = 24

    Rabbit Spotted


    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):

  • Loot: The Blessing The Tangled Briar
  • Bonus Deck upgrade
  • 1 XP, 1 Hero Point
  • If you won by cornering the King of the Briar Patch: When forced to reroll a die by The Rabbit Prince, you may choose the die you rolled instead of the highest. Additionally, Loot: The Rabbit Prince

    The Tangled Briar:

    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.

    The Rabbit Prince:

    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!


  • "There he goes again!" says one of your companions, pointing in another direction.
    -The current player at each table may search a location, then may banish a card from that location. (If the player is in an encounter, they must wait until after the encounter.)


    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:

  • Build a number of The Waxworks locations equal to the number of characters.
  • Characters start at the Ruin

    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:

  • Until the location Ruin is closed, you may not move.
  • When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.


  • TColMaster Seoni Deck Handler

    Starting Location: Ruin

    Seoni wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    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:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

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


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • On checks to acquire a Suit: Keys, Stars, Crowns, or Books blessing, add 1d8.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    During This Scenario:

    Setup:

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

  • Until the location Ruin is closed, you may not move.
  • When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
  • Perils Wildcard: 1d6 ⇒ 3:
    DEADLY:
    When you suffer damage, it is increased by 1.

  • Onslaughts Wildcard: 1d6 ⇒ 6:
    WITHERING:
    At the end of your turn, bury a random card from your discards.

    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

    Random Cards:

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

    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Gargoyle
    Core
    Monster 2
    Traits:
    Gargoyle
    To Defeat:
    Combat 15
    Vulnerable to Magic.
    If evaded or undefeated, reload this monster into its location.

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

    Spoiler:
    Dandasuka
    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
    Spoiler:
    Snake Oil Seller
    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.

    Spoiler:
    Flask of Curses
    CotCT
    Barrier 2
    Traits:
    Curse
    Trap
    To Defeat:
    Intelligence
    Craft 7
    OR Wisdom
    Perception 8
    If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.

    Spoiler:
    Cryptic Message
    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.

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

    Spoiler:
    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.

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

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

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

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

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

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

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


    Spoiler:
    Volcanic Storm
    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.

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

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

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


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

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

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

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

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

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

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

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

    Spoiler:
    Bottled Lightning
    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.


    Spoiler:
    Red War Paint
    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.

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

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

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

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

    Spoiler:
    Jasan Adriel
    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.

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

    Blessings
    Spoiler:
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.

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

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

    Spoiler:
    The 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.

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

    Current Hour:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 0

    [b]Hourglass

    Hourglass Cards/Turn Order:

    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:

  • Loot replacements for this scenario
  • Deck changes (from upgrades, banished cards, etc) from previous scenario
  • Draw starting hands


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

    Talitha will start at the Ruin.

    Upgrade Bit of Luck into Arcana Theft and Blessing of Pharasma into Blessing of Angradd

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

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

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


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

    Trading out Prayer for a TBD Harrow loot. Upgraded armor 3. Starting location Storehouse.

    Hakon wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    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:
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type ([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.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    Radovan starts at the Ruin.

    No weapon in my starting hand. Could be interesting.

    Radovan wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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:

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

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

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


  • During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • On checks to acquire a Suit: Keys, Stars, Crowns, or Books blessing, add 1d8.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    During This Scenario:

    Setup:

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

  • Until the location Ruin is closed, you may not move.
  • When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
  • Perils Wildcard:
    DEADLY:
    When you suffer damage, it is increased by 1.

  • Onslaughts Wildcard:
    WITHERING:
    At the end of your turn, bury a random card from your discards.

    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

    Wax Construct (Danger, Proxy A (Closing), Proxy B (Non-closing)):

    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.

    Marzalee the Weaver (Closing Henchman):

    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.

    Zassrion the Tyrant (Villain):

    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

    Random Cards:

    Monsters
    Spoiler:
    Ogre
    Core
    Monster 0
    Traits:
    Giant
    Ogre
    Veteran
    To Defeat:
    Combat 12+##
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Rajambari
    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.

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

    Spoiler:
    Brain Ooze
    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.

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

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

    Spoiler:
    Flanking Attack
    CotCT
    Barrier 1
    Traits:
    Skirmish
    Veteran
    To Defeat:
    None 0
    Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
    Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.

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

    Spoiler:
    Poison Gas
    Core
    Barrier 1
    Traits:
    Poison
    Trap
    Veteran
    To Defeat:
    Craft
    Disable 6+#
    If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
    Then banish this barrier.

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

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

    Spoiler:
    Limning Starknife
    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.

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

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

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

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

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

    Spoiler:
    Volcanic Storm
    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.

    Spoiler:
    Enhance
    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.

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

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


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

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

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

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

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

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

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


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

    Spoiler:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

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

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

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

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

    Spoiler:
    Sklar-quah Thundercaller
    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.

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

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

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

    Spoiler:
    The Owl
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: Your Survival check is blessed.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, freely discard to use your Wisdom die instead of the normal die.
    Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.

    Spoiler:
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Spoiler:
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

    Hour Power: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.

    Current Hour:

    The Courtesan:
    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.

    Hours Remaining: 23

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Hakon/Bigguyinblack
    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.
    Hourglass Card 2 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Seoni/tcolmaster01
    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.
    Hourglass Card 3 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ
    The Eclipse
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
    To Acquire:
    Wisdom
    Divine 4+#
    On any check, freely discard to bless.
    Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
    Hourglass Card 4 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 4 Talitha/MauveAvenger
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 5 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Hakon/Bigguyinblack
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 6 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Seoni/tcolmaster01
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 7 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ
    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.
    Hourglass Card 8 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 8 Talitha/MauveAvenger
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 9 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Hakon/Bigguyinblack
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 10 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 10 Seoni/tcolmaster01
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 11 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 11 Radovan/AbrahamZ
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 12 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 12 Talitha/MauveAvenger
    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.
    Hourglass Card 13 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 13 Hakon/Bigguyinblack
    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.
    Hourglass Card 14 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 14 Seoni/tcolmaster01
    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.
    Hourglass Card 15 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 15 Radovan/AbrahamZ
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 16 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 16 Talitha/MauveAvenger
    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.
    Hourglass Card 17 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Hakon/Bigguyinblack
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 18 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 18 Seoni/tcolmaster01
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 19 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 19 Radovan/AbrahamZ
    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.
    Hourglass Card 20 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 20 Talitha/MauveAvenger
    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.
    Hourglass Card 21 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 21 Hakon/Bigguyinblack
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 22 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 22 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 23 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 23 Radovan/AbrahamZ
    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

    Laboratory Card 1:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

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

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

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

    Laboratory Card 3:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Laboratory Card 4:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Laboratory Card 5:
    Zassrion the Tyrant
    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.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Laboratory Card 8:
    Barghest
    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
    Ruin Card 1:
    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.
    Ruin Card 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.
    Ruin Card 3:
    Henchman Proxy A4
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    Ruin Card 4:
    Fireball Beads
    CotCT
    Item 4
    Traits:
    Accessory
    Arcane
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish to roll 3d6+12.

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

    Ruin Card 5:
    Friendly Game of Sredna
    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.
    Ruin Card 6:
    Enlarge
    CotCT
    Spell 2
    Traits:
    Arcane
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    Display next to a local character.
    While displayed:
    * This character's Strength and Constitution dice are each d12.
    * At the end of the turn, banish.

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

    Ruin Card 7:
    Symbol of Fear
    CotCT
    Barrier 3
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 10
    If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
    Ruin Card 8:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    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
    The Waxworks Card 1:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    The Waxworks Card 2:
    Ash Giant
    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.
    The Waxworks Card 3:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
    The Waxworks Card 4:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    The Waxworks Card 5:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 6:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    The Waxworks Card 7:
    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 Waxworks Card 8:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.

    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
    The Waxworks Card 1:
    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.
    The Waxworks Card 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.
    The Waxworks Card 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.
    The Waxworks Card 4:
    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 Waxworks Card 5:
    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.
    The Waxworks Card 6:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    The Waxworks Card 7:
    Marzalee the Weaver
    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.
    The Waxworks Card 8:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


    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
    The Waxworks Card 1:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    The Waxworks Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 3:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    The Waxworks Card 4:
    Harpy
    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.
    The Waxworks Card 5:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Waxworks Card 6:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    The Waxworks Card 7:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

    The Waxworks Card 8:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    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
    The Waxworks Card 1:
    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.
    The Waxworks Card 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.
    The Waxworks Card 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.

    The Waxworks Card 4:
    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.
    The Waxworks Card 5:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 6:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    The Waxworks Card 7:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.
    The Waxworks Card 8:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    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
    Storehouse Card 1:
    The Unicorn
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: Your check to acquire is blessed.
    To Acquire:
    Charisma
    Disable 4+#
    On any check, discard to bless.
    On another character's check, discard to give them a boon.
    Discard to explore. Before acting, you may give a boon to a local character.
    Storehouse Card 2:
    Death's Breath Door
    CotCT
    Barrier 2
    Traits:
    Lock
    Trap
    To Defeat:
    Strength
    Dexterity
    Disable
    Divine 10
    If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
    Storehouse Card 3:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Storehouse Card 4:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Storehouse Card 5:
    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.
    Storehouse Card 6:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
    Storehouse Card 7:
    Ambrosia
    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.
    Storehouse Card 8:
    Henchman Proxy A6
    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.
    Cards Not In the Box Card 1:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 2:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Cards Not In the Box Card 3:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Cards Not In the Box Card 4:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


  • The Harrow Suit: Shields condition has been met!
    -Each character may draw a new armor.
    -For the rest of the adventure, on checks to acquire a Suit: Shields blessing, add 1d8.


    Shields!

    Talitha:

    Shoanti Barbarian Hide:

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

    Hakon:
    Shoanti Barbarian Hide:

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

    Seoni:
    Sable Company Hide:

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

    Radovan:
    Shield of Resistance:

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


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

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: Draw Shoanti Barbarian Hide

    Turn: Turn 1 - The Courtesan

    The Courtesan:
    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

    Seeking Longbow:
    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

    Roc:
    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

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: Dehydrating Touch,
    Buried Pile: Blessing of Asmodeus,

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

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


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

    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.

    Ruin Card 3: Henchman Proxy A4/Wax Construct:

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

    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.

    Wax Construct:

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

    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.

    Hakon wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    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: Magic Klar, Gorum's Iron,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type ([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 Deck Handler

    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

    Seoni wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    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: The Unicorn,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

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


    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:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • On checks to acquire a Suit: Keys, Stars, Crowns, or Books blessing, add 1d8.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    During This Scenario:

    Setup:

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

  • Until the location Ruin is closed, you may not move.
  • When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
  • Perils Wildcard:
    DEADLY:
    When you suffer damage, it is increased by 1.

  • Onslaughts Wildcard:
    WITHERING:
    At the end of your turn, bury a random card from your discards.

    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

    Wax Construct (Danger, Proxy A (Closing), Proxy B (Non-closing)):

    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.

    Marzalee the Weaver (Closing Henchman):

    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.

    Zassrion the Tyrant (Villain):

    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

    Random Cards:

    Monsters
    Spoiler:
    Mist Horror
    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.

    Spoiler:
    Geist
    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.

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

    Spoiler:
    Dire Lion
    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.

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

    Barriers
    Spoiler:
    Snake Oil Seller
    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.

    Spoiler:
    Symbol of Insanity
    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.

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

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

    Spoiler:
    Imprisonment
    Core
    Barrier 2
    Traits:
    Lock
    Obstacle
    To Defeat:
    Dexterity
    Diplomacy
    Disable
    Stealth 9
    If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
    If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

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

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

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

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

    Spoiler:
    Limning Starknife
    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
    Spoiler:
    Wall of Light
    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.

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

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


    Spoiler:
    Harrowing
    CotCT
    Spell 3
    Traits:
    Arcane
    Divine
    Harrow
    Magic
    To Acquire:
    Intelligence
    Arcane 10
    OR Wisdom
    Divine 12
    Freely display at a location. While displayed:
    * On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
    * When this location is closed, banish.

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


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

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


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

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


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

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

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

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

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

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

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

    Spoiler:
    Silver War Paint
    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.

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

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

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

    Spoiler:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    Harrow
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

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

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

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

    Spoiler:
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Spoiler:
    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.

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

    Spoiler:
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

    Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3.

    Current Hour:

    The Eclipse:
    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.

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 1 Talitha/MauveAvenger
    The Vision
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
    To Acquire:
    Intelligence
    Arcane 4+#
    On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
    Discard to examine the top card of up to 2 locations, then you may explore.
    Hourglass Card 2 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Hakon/Bigguyinblack
    The Betrayal
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: When you acquire a boon, bury it.
    To Acquire:
    Charisma
    Diplomacy 4+#
    On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
    Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
    Hourglass Card 3 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Seoni/tcolmaster01
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 4 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Radovan/AbrahamZ
    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.
    Hourglass Card 5 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 5 Talitha/MauveAvenger
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 6 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Hakon/Bigguyinblack
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 7 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Seoni/tcolmaster01
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 8 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Radovan/AbrahamZ
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 9 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 9 Talitha/MauveAvenger
    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.
    Hourglass Card 10 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Hakon/Bigguyinblack
    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.
    Hourglass Card 11 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Seoni/tcolmaster01
    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.
    Hourglass Card 12 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Radovan/AbrahamZ
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 13 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 13 Talitha/MauveAvenger
    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.
    Hourglass Card 14 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Hakon/Bigguyinblack
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 15 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 15 Seoni/tcolmaster01
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 16 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 16 Radovan/AbrahamZ
    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.
    Hourglass Card 17 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 17 Talitha/MauveAvenger
    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.
    Hourglass Card 18 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 18 Hakon/Bigguyinblack
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 19 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 19 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 20 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 20 Radovan/AbrahamZ
    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

    Laboratory Card 1:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

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

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

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

    Laboratory Card 3:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Laboratory Card 4:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Laboratory Card 5:
    Zassrion the Tyrant
    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.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Laboratory Card 8:
    Barghest
    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
    The Waxworks Card 1:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Waxworks Card 2:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    The Waxworks Card 3:
    Unseen Sentinel
    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.
    The Waxworks Card 4:
    Ash Giant
    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.
    The Waxworks Card 5:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 6:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    The Waxworks Card 7:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
    The Waxworks Card 8:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    The Waxworks Card 9:
    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.

    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
    The Waxworks Card 1:
    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.
    The Waxworks Card 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.
    The Waxworks Card 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.
    The Waxworks Card 4:
    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 Waxworks Card 5:
    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.
    The Waxworks Card 6:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    The Waxworks Card 7:
    Marzalee the Weaver
    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.
    The Waxworks Card 8:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


    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
    The Waxworks Card 1:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    The Waxworks Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 3:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    The Waxworks Card 4:
    Harpy
    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.
    The Waxworks Card 5:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Waxworks Card 6:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    The Waxworks Card 7:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

    The Waxworks Card 8:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    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
    The Waxworks Card 1:
    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.
    The Waxworks Card 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.
    The Waxworks Card 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.

    The Waxworks Card 4:
    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.
    The Waxworks Card 5:
    Henchman Proxy A3
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 6:
    Magistrate
    CotCT
    Ally 2
    Traits:
    Aristocrat
    Human
    To Acquire:
    Charisma
    Diplomacy
    Knowledge 9
    On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
    Discard to explore. This exploration, on your checks against Human cards, add 1d6.
    The Waxworks Card 7:
    Lyrune-quah Truthspeaker
    CotCT
    Ally 4
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy
    Divine 12
    OR Recharge A Respect Boon 0
    On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
    Discard to explore, or to move then explore. You may not use this power during an encounter.
    The Waxworks Card 8:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    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
    Storehouse Card 1:
    Moon Maiden Armor
    CotCT
    Armor 4
    Traits:
    Light Armor
    Respect
    To Acquire:
    Constitution
    Fortitude
    Survival 12
    Display. While displayed:
    * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
    * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
    If proficient, you may do this after the roll.
    Storehouse Card 2:
    Blackjack's Gear
    CotCT
    Item 4
    Traits:
    Blackjack
    Clothing
    Loot
    Magic
    To Acquire:
    Dexterity
    Disable 10
    OR Wisdom
    Perception 13
    Display. While displayed:
    * You may recharge to heal a Blackjack weapon.
    * You may recharge to move. You may not use this power during an encounter.
    * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
    Storehouse Card 3:
    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.
    Storehouse Card 4:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
    Storehouse Card 5:
    Ambrosia
    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.
    Storehouse Card 6:
    Henchman Proxy A6
    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.
    Cards Not In the Box Card 1:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 2:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Cards Not In the Box Card 3:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Cards Not In the Box Card 4:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    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

    Storehouse Card 1 is Moon Maiden Armor:

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

    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

    Storehouse Card 2 is Blackjack's Gear:

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

    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.

    Radovan wrote:

    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 X

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Appleslayer, 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: Alaeron,

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

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

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


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

    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.


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

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: Hakon hands Talitha The Carnival. Move to Storehouse with Hakon. Bury Blessing of Angradd for Radovan, draw Staff of Dark Flame.

    Turn: Turn 5 - The Vision

    The Vision:
    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

    Zombie:
    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

    Fangs of Diomazul:
    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

    The Inquisitor:
    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

    Minor Harrowing:
    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

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

    -Card 2: Henchman Proxy A3

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

    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

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: Ghost Whip, The Inquisitor, Staff of Dark Flame,
    Buried Pile: The Snakebite, Minor Harrowing, Dehydrating Touch,

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

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


    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • On checks to acquire a Suit: Keys, Stars, Crowns, or Books blessing, add 1d8.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    During This Scenario:

    Setup:

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

  • Until the location Ruin is closed, you may not move.
  • When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
  • Perils Wildcard:
    DEADLY:
    When you suffer damage, it is increased by 1.

  • Onslaughts Wildcard:
    WITHERING:
    At the end of your turn, bury a random card from your discards.

    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

    Wax Construct (Danger, Proxy A (Closing), Proxy B (Non-closing)):

    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.

    Marzalee the Weaver (Closing Henchman):

    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.

    Zassrion the Tyrant (Villain):

    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

    Random Cards:

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

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

    Spoiler:
    Mammoth
    CotCT
    Monster 3
    Traits:
    Animal
    To Defeat:
    Combat 18
    OR Survival 9
    Before acting, each local character suffers 1 Combat damage.

    Spoiler:
    Metal Cobra
    Core
    Monster 2
    Traits:
    Construct
    To Defeat:
    Combat 12
    OR Craft 8
    Immune to Mental and Poison.
    Resistant to Melee and Ranged.
    If undefeated, suffer the scourge Poisoned.

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

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


    Barriers
    Spoiler:
    Snake Oil Seller
    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.

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

    Spoiler:
    Captive Horror
    CotCT
    Barrier 2
    Traits:
    Lock
    Trigger
    To Defeat:
    Wisdom
    Disable
    Stealth 9
    When examined, encounter this barrier.
    If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others.

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

    Spoiler:
    Guardian Door
    Core
    Barrier 2
    Traits:
    Obstacle
    Task
    To Defeat:
    Intelligence
    Diplomacy
    Disable
    Stealth 8
    If undefeated, reload this barrier into its location, then summon and encounter a monster.

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

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

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

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

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

    Spells
    Spoiler:
    Volcanic Storm
    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.

    Spoiler:
    Enchant Weapon
    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.

    Spoiler:
    Wall of Light
    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.

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

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


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

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


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

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

    Spoiler:
    Voidglass Armor
    Core
    Armor 3
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 9
    Display. While displayed:
    * When you suffer any damage, you may recharge to reduce it by 1.
    * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
    * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.

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

    Spoiler:
    Mithral Chain Shirt
    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
    Spoiler:
    Persona Mask
    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.

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

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


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

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


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

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

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

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

    Spoiler:
    Harrower
    CotCT
    Ally 0
    Traits:
    Human
    Medium
    Harrow
    To Acquire:
    Charisma
    Diplomacy 4
    OR Knowledge 5
    Recharge to examine the top 3 cards of any character's deck and return them in any order.
    Discard to examine the top card of your location, then you may explore.

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

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

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

    Spoiler:
    The Brass Dwarf
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
    To Acquire:
    Constitution
    Fortitude 4+#
    On any Constitution check, discard to bless twice.
    Discard to explore.

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

    Spoiler:
    The 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.

    Hour Power: When you acquire a boon, bury it.

    Current Hour:

    The Betrayal:
    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.

    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Seoni/tcolmaster01
    The Idiot
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: When you fail a check, suffer the scourge Drained.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
    Discard to explore. This exploration, you may not evade.
    Hourglass Card 2 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    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.
    Hourglass Card 3 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 3 Talitha/MauveAvenger
    The Avalanche
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
    To Acquire:
    Dexterity
    Survival 4+#
    On your combat check, discard to bless twice.
    Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
    Hourglass Card 4 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Hakon/Bigguyinblack
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.
    Hourglass Card 5 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Seoni/tcolmaster01
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 6 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Radovan/AbrahamZ
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 7 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 7 Talitha/MauveAvenger
    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.
    Hourglass Card 8 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Hakon/Bigguyinblack
    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.
    Hourglass Card 9 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Seoni/tcolmaster01
    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.
    Hourglass Card 10 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Radovan/AbrahamZ
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 11 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 11 Talitha/MauveAvenger
    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.
    Hourglass Card 12 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Hakon/Bigguyinblack
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 13 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Seoni/tcolmaster01
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 14 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Radovan/AbrahamZ
    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.
    Hourglass Card 15 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 15 Talitha/MauveAvenger
    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.
    Hourglass Card 16 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 16 Hakon/Bigguyinblack
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 17 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 17 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 18 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 18 Radovan/AbrahamZ
    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

    Laboratory Card 1:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

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

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

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

    Laboratory Card 3:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Laboratory Card 4:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Laboratory Card 5:
    Zassrion the Tyrant
    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.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Laboratory Card 8:
    Barghest
    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
    The Waxworks Card 1:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Waxworks Card 2:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    The Waxworks Card 3:
    Unseen Sentinel
    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.
    The Waxworks Card 4:
    Ash Giant
    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.
    The Waxworks Card 5:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 6:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    The Waxworks Card 7:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
    The Waxworks Card 8:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    The Waxworks Card 9:
    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.

    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
    The Waxworks Card 1:
    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.
    The Waxworks Card 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.
    The Waxworks Card 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.
    The Waxworks Card 4:
    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 Waxworks Card 5:
    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.
    The Waxworks Card 6:
    Symbol of Agony
    CotCT
    Barrier 2
    Traits:
    Magic
    Trap
    To Defeat:
    Intelligence
    Wisdom
    Arcane
    Divine 9
    If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.
    The Waxworks Card 7:
    Marzalee the Weaver
    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.
    The Waxworks Card 8:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


    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
    The Waxworks Card 1:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    The Waxworks Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 3:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    The Waxworks Card 4:
    Harpy
    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.
    The Waxworks Card 5:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Waxworks Card 6:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    The Waxworks Card 7:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

    The Waxworks Card 8:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    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
    Storehouse Card 1 (Zombie):
    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.
    Storehouse Card 2:
    Cleaving Battleaxe
    CotCT
    Weapon 2
    Traits:
    Axe
    Magic
    Melee
    Slashing
    To Acquire:
    Strength
    Melee 10
    For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it.
    Storehouse Card 3:
    Ambrosia
    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.
    Storehouse Card 4:
    Henchman Proxy A6
    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.
    Cards Not In the Box Card 1:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 2:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Cards Not In the Box Card 3:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Cards Not In the Box Card 4:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


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

    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

    Storehouse Card 1: 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.

    combat 9 +4 +4 revealing Dragonbane Greatsword: 1d10 + 1d12 + 7 ⇒ (4) + (9) + 7 = 20

    Discard The Betrayal to explore.

    Storehouse Card 2: Cleaving Battleaxe:

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

    melee 10: 1d10 + 5 ⇒ (6) + 5 = 11

    Discard Bodyguard to explore.

    Storehouse Card 3: Ambrosia:

    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.

    Hakon wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Thundering Earthbreaker, Divine Insight, Lyrune-quah Truthspeaker, Enhance, Shock Glaive
    Recharged:
    Discard Pile: Restorative Touch (Core), Bodyguard,
    Buried Pile: Magic Klar, Gorum's Iron, Cure (Core), Sacred Candle (Core), The Betrayal,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type ([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.


    The Harrow Suit: Hammers condition has been met!
    -Each character may draw a new weapon.
    -For the rest of the adventure, on checks to acquire a Suit: Hammers blessing, add 1d8.


    TColMaster Seoni Deck Handler

    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

    Seoni wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    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: Light Crossbow (Core), Asmodeus's Tyranny,
    Buried Pile: The Unicorn, Wand of Restorative Touch, Circlet of Mental Acuity,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

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


    Hammers:

    Seoni:

    Limning Starknife:

    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:

    Vindicator:

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

    Talitha:

    Thundering Earthbreaker:

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

    Hakon:

    Acidic Bolas:

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


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    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

    Waxworks #3 Location Card 1 is Firepelt Cougar:

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

    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

    Waxworks #3 top card is Card 9 - 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.

    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.

    Radovan wrote:

    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 X

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 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: The Theater,
    Buried Pile: Alaeron, Grogul,

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

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

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


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

    Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
    Out of Turn Updates: 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

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

    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

    The Trumpet:
    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

    Ghoul:
    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

    Clairvoyance:
    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

    The Hidden Truth:
    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

    Raccoon:
    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

    Symbol of Agony:
    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

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: The Locksmith, Anubis Staff, Clairvoyance,
    Buried Pile: Pharasma's Knowing, The Snakebite, Minor Harrowing, Dehydrating Touch, The Carnival,

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

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


    I sent Hakon with Seoni to the Lab.

    During This Adventure:

  • The Harrow suit is the hour's suit.
  • When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose. I will handle this and all other necessary reporting.
  • When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
  • When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
  • On checks to acquire a Suit: Keys, Stars, Crowns, or Books blessing, add 1d8.
  • When choosing deck upgrades, treat Harrow blessings as level #.
  • Display the wildcard The Harrows; whenever the hour changes, the wildcard of the matching suit takes effect until changed.
    The Harrows:
    HARROW OF BOOKS
    Spoiler:
    When a bane has both a combat check to defeat and a non-combat check to defeat, the difficulty of the combat check to defeat is increased by 1d6.
    HARROW OF CROWNS
    Spoiler:
    The difficulty of checks against summoned banes in increased by 4.
    HARROW OF HAMMERS
    Spoiler:
    On your combat check, if the result does not exceed the difficulty by at least 5, discard the top card of your deck.
    HARROW OF KEYS
    Spoiler:
    When you do not move during your move step or when you fail a check to defeat a barrier, either discard the top card of your deck or bury a card from your discards.
    HARROW OF SHIELDS
    Spoiler:
    When your hand is empty at the end of your turn or when you fail a Constitution or Fortitude check, bury a card from your discards.
    HARROW OF STARS
    Spoiler:
    After your check that was not blessed, recharge a random card.

    During This Scenario:

    Setup:

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

  • Until the location Ruin is closed, you may not move.
  • When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
  • Perils Wildcard:
    DEADLY:
    When you suffer damage, it is increased by 1.

  • Onslaughts Wildcard:
    WITHERING:
    At the end of your turn, bury a random card from your discards.

    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

    Wax Construct (Danger, Proxy A (Closing), Proxy B (Non-closing)):

    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.

    Marzalee the Weaver (Closing Henchman):

    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.

    Zassrion the Tyrant (Villain):

    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

    Random Cards:

    Monsters
    Spoiler:
    Troll
    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.

    Spoiler:
    Ghoul Bat
    CotCT
    Monster 2
    Traits:
    Ghoul
    Undead
    To Defeat:
    Combat 12
    Immune to Mental and Poison.
    Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
    If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.

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

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

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

    Barriers
    Spoiler:
    Mad Prophet
    CotCT
    Barrier 1
    Traits:
    Curse
    Task
    Veteran
    To Defeat:
    Intelligence
    Perception 4+#
    OR Charisma
    Diplomacy 6+#
    The difficulty is increased by the hour's level.
    If undefeated, suffer the scourge Dazed.
    If defeated and the hour is a blessing, draw it.

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

    Spoiler:
    Summoning Trap
    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.

    Spoiler:
    Burning Tar
    Core
    Barrier 0
    Traits:
    Fire
    Obstacle
    Veteran
    To Defeat:
    Dexterity
    Acrobatics 6+#
    OR Constitution
    Craft
    Fortitude 7+#
    Before acting, each local character suffers 1 Fire damage.
    If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded.

    Spoiler:
    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.

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

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

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

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

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

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

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


    Spoiler:
    Enhance
    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.

    Spoiler:
    Enchant Weapon
    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.

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

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


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

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


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

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

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

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

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

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

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

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

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


    Spoiler:
    Ring of Evasion
    CotCT
    Item 2
    Traits:
    Accessory
    Magic
    To Acquire:
    Intelligence
    Arcane
    Craft 9
    When you encounter a bane, recharge to evade it.
    When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.

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

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

    Spoiler:
    Djinn
    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.

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

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

    Blessings
    Spoiler:
    The Paladin
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When another character avenges your encounter, heal 1d4 cards.
    To Acquire:
    Strength
    Divine 4+#
    On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
    Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.

    Spoiler:
    The Survivor
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless; if this would add 1d4, bless twice instead.
    Discard to explore.

    Spoiler:
    The Cyclone
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
    To Acquire:
    Strength
    Survival 4+#
    On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
    Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.

    Spoiler:
    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.

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

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

    Current Hour:

    The Rakshasa:
    The Rakshasa
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
    To Acquire:
    Intelligence
    Arcane 4+#
    On your Magic check, recharge to bless.
    On your Magic Mental check, recharge to bless twice.
    Discard to explore.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Seoni/tcolmaster01
    The Empty Throne
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: On your check, you may banish a boon to reroll a die.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless.
    Discard to ignore a bane's before acting or after acting powers.
    Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
    Hourglass Card 2 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
    Hourglass Card 3 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 3 Talitha/MauveAvenger
    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.
    Hourglass Card 4 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Hakon/Bigguyinblack
    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.
    Hourglass Card 5 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Seoni/tcolmaster01
    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.
    Hourglass Card 6 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Radovan/AbrahamZ
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 7 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 7 Talitha/MauveAvenger
    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.
    Hourglass Card 8 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 8 Hakon/Bigguyinblack
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 9 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 9 Seoni/tcolmaster01
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 10 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 10 Radovan/AbrahamZ
    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.
    Hourglass Card 11 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 11 Talitha/MauveAvenger
    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.
    Hourglass Card 12 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Hakon/Bigguyinblack
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 13 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 13 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 14 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 14 Radovan/AbrahamZ
    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

    Laboratory Card 1:
    Liquid Courage
    CotCT
    Item 2
    Traits:
    Alchemical
    Liquid
    To Acquire:
    Intelligence
    Craft 9
    Display. While displayed:
    * Remove your scourge Frightened.
    * You may banish to ignore a monster's before acting powers.

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

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

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

    Laboratory Card 3:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Laboratory Card 4:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Laboratory Card 5:
    Zassrion the Tyrant
    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.
    Laboratory Card 6:
    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.
    Laboratory Card 7:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Laboratory Card 8:
    Barghest
    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
    The Waxworks Card 1:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
    The Waxworks Card 2:
    Unseen Sentinel
    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.
    The Waxworks Card 3:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Waxworks Card 4:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    The Waxworks Card 5:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    The Waxworks Card 6:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    The Waxworks Card 7:
    Ash Giant
    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.
    The Waxworks Card 8:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #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
    The Waxworks Card 1:
    Marzalee the Weaver
    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.
    The Waxworks Card 2:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


    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
    The Waxworks Card 1:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    The Waxworks Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 3:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    The Waxworks Card 4:
    Harpy
    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.
    The Waxworks Card 5:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Waxworks Card 6:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    The Waxworks Card 7:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

    The Waxworks Card 8:
    Ghastly Runes
    Core
    Barrier 1
    Traits:
    Magic
    Trap
    Trigger
    Veteran
    To Defeat:
    Arcane
    Divine 4+#
    OR Disable 6+#
    When examined, encounter this barrier.
    If you have the Perception skill, the difficulty to defeat is increased by #.
    If undefeated, move to a random location and suffer the scourge Frightened.

    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.
    Cards Not In the Box Card 1:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 2:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Cards Not In the Box Card 3:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Cards Not In the Box Card 4:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


  • The Waxworks condition has been met!
    -When playing scenario C, at The Waxworks, when you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.


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

    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.

    The Waxworks Card 1: Marzalee the Weaver:

    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.


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

    Talitha must summon and encounter Wax Construct.

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

    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.

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: The Locksmith, Anubis Staff, Clairvoyance,
    Buried Pile: Pharasma's Knowing, The Snakebite, Minor Harrowing, Dehydrating Touch, The Carnival, Belt of Teeth,

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

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


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

    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.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Hakon's turn, discard The Uprising to bless.


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

    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.

    Hakon wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Lyrune-quah Truthspeaker, Bodyguard
    Recharged:
    Discard Pile: Dragonbane Greatsword, Cleaving Battleaxe, Cat (Core), Acidic Bolas,
    Buried Pile: Magic Klar, Gorum's Iron, Cure (Core), Sacred Candle (Core), The Betrayal, Wand of Restorative Touch,
    "
    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Favored Card: Weapon
    Hand Size: 4 ☑ 5
    Proficiencies:
    Arcane | Divine | Instrument | Weapon
    POWERS:
    At the start of your turn, you may exchange a card with a card of the same type ([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 Deck Handler

    Out of Turn Updates: None

    Turn - Hour:The Empty Throne
    Hour Rules: On your check, you may banish a boon to reroll a die.
    Harrow The difficulty of checks against summoned banes in increased by 4.
    SOT: 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

    Seoni wrote:

    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!"

    "

    Deck, Discard, Buried:

    Reloaded:
    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: Noble,
    Buried Pile: The Unicorn, Wand of Restorative Touch, Asmodeus's Tyranny, Acadamae Student,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1 ☐ +2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d6 ☐ +1
    Intelligence d8 ☑ +1 ☑ +2 ☐ +3
    Knowlege:Intelligence +1
    Perception: Intelligence +2
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Arcane: Charisma +2
    Diplomacy: Charisma +2

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

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