| BR eddiephlash |
During This Adventure:
During This Scenario:
While setting up, remove all non-Harrow blessings from the Vault.
Use Small Locations
Shuffle a Harrow blessing into each location
Add an additional location as specified in the Adventure book
24 blessings in the Hourglass
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 11+## OR CraftDisable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.
Story Bane
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
Scenario Level (#): 4
Turn: 12, Radovan/AbrahamZ
Monsters
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.
CotCT
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Barriers
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
CotCT
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
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
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.
Spells
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
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.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 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.
Items
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.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Core
Item 2
Traits:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Allies
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: When you would discard an ally, recharge it instead.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hours Remaining: 12
Hourglass
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
The Teamster
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/tcolmaster01, Talitha/MauveAvenger, Hakon/Bigguyinblack, Magical Mansion (heal 1d4 +1 cards instead of free exploration)
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Location #3: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Radovan/AbrahamZ, Firepelt Cougar
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Location #4: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: 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.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
Location #5: The Waxworks
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Loot, Radovan's Monsters, etc.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
| Radovan Z. |
It is the hour of The Publican
Hour Power: When you would discard an ally, recharge it instead.
Harrow Power for this turn: HARROW OF STARS:After your check that was not blessed, recharge a random card.
Move to: Waxworks #4
Location Power: When you fail a check to acquire an ally, suffer damage as if it were a monster.
Free exploration (location was shuffled after Hakon's failed combat against Marzalee)
Top card is: 1d2 ⇒ 1
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.
BA: Radovan (the only local character) summons and encounters Wax Construct. Quang power: evade the Wax Construct.
Freely reveal Belt
Fort 3+4=7: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8
Harrow of Stars: 1d5 ⇒ 5 The Winged Serpent is recharged
Reveal Vindicator to use Dex
Freely reveal Belt
Recharge Sable Company Leathers to add Acrobatics modifier
Seoni freely recharges The First to bless
Combat 13+4+4=21: 2d8 + 4 + 1d10 + 1 + 1d4 + 6 ⇒ (7, 3) + 4 + (6) + 1 + (3) + 6 = 30
The check was blessed, so no harrow of stars.
AA Radovan is poisoned
Marzalee is banished.
Radovan power: draw Random monster 1 - Troll - display on Quang.
Waxworks 4 - When Closing: Summon and defeat the story bane Wax Construct
Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 11+## OR CraftDisable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.
Freely reveal Belt
Disable 6+4=10: 1d8 + 6 + 1d4 ⇒ (6) + 6 + (3) = 15 Banished
AA discard Keren Rhinn (hour power causes it to be recharged instead of discarded)
Harrow of Stars: 1d3 ⇒ 1 Vindicator is recharged
Radovan power: draw Random monster 2 - Ghoul Bat - display on Norge.
When Permanently Closed: Each local character may heal an ally. Radovan is the only local character and he has no allies in discards.
Waxworks 4 is closed. Radovan moves to the Lab to join the rest of the group.
End turn
WITHERING: At the end of your turn, bury a random card from your discards.
Withering: 1d2 ⇒ 2 The Uprising is buried.
Reset Hand
After you reset, recharge a random card.
Wayfinder is recharged
Turn Summary:
* Seoni recharged The First
* Waxworks 4 is closed
Hand: Adamantine Sai +2, Poisoned Bullets, Belt of Physical Might, Rodrick, The Joke,
Displayed: Moon Maiden Armor, The Waxworks Q1, Troll Q2, Ghoul Bat N,
Deck: 12 Discard: 1 Buried: 3
Current Location: The Lab
Hero Points: 1
Paizo merch reroll: Available // Radovan 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 other cards are available unless stated otherwise.The Joke: On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Movement: If location closes, move to: with the rest of the group, or if splitting up, to XOther: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.
If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.
Middle of Deck (Unknown Order): Zae, Appleslayer, Blackjack's Rapier, Shark Skin Armor, Snick, Deadeye Pistol +1
Recharged: Blackjack's Gear, The Winged Serpent, Sable Company Leathers, Keren Rhinn, Vindicator, Wayfinder (Core),
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
| Talitha of the Staff |
Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
Out of Turn Updates: N/a
Turn: Turn 13 - The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hour Power: On your check, you may discard a card to reroll a die showing 1.
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 #5
Explore: 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.
Melee 6+4=10: 1d8 + 4 + 1d8 ⇒ (2) + 4 + (3) = 9 Recharge the buried Pharasma's Knowing to reroll both die.
Melee 10: 1d8 + 4 + 1d8 ⇒ (2) + 4 + (1) = 7 Discard Bury Blessing of Maat to add 3 to check. Draw Blessing of Iomedae.
Acquired a Keys Blessing. Discard into a random character's discard to explore.
Random Characer: 1d4 ⇒ 1 Seoni
Explore 2: Henchman Proxy A2
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 Blessing of Iomedae to do Melee+1d6+1+Arcane. Banish Strength to recovery to add 3 to Strength checks for turn.
Combat 11+4+4=19: 1d8 + 4 + 1d6 + 1 + 1d10 + 4 + 3 ⇒ (3) + 4 + (3) + 1 + (9) + 4 + 3 = 27
Defeated. Now to close, summon and defeat Wax Construct.
Reveal Gallivance and bury Thundering Earthbreaker to do Melee+1d6+1+Arcane.
Combat 11+4+4=19: 1d8 + 4 + 1d6 + 1 + 1d10 + 4 + 3 ⇒ (4) + 4 + (2) + 1 + (6) + 4 + 3 = 24
Defeated. Move back to Laboratory.
End Turn: Reset hand. Bury the discarded Anubis Staff due to Withering
Recovery:
-Strength: Arcane 8: 1d10 + 4 ⇒ (6) + 4 = 10
[u]Summary[/u]:
Movement: Laboratory -> Waxwork #5 -> Laboratory
Acquired: Waxwork #5 Card 1: The Real Rabbit Prince
Banished: Waxwork #5 Card 2: Henchman Proxy A2/Wax Construct
Examined: N/a
Random Card(s) Used: N/a
Displayed: None
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Discarded The Real Rabbit Prince into Seoni's discard
Hand: Gallivance, Staff of Dark Flame, Ghost Whip, Blessing of the Seventh Veil, Blessing of Angradd, Magus Arcana,
Displayed: Shoanti Barbarian Hide,
Deck: 15 Discard: 2 Buried: 9
Current Location: Laboratory
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Available Support: Blessings (Any available)
Other: Hi I'm Talitha. Please bot me if I need to Guard my location.
Middle of Deck (Unknown Order): Blessing of Abraxas, Volcanic Storm, Blessing of Asmodeus, Arcana Theft, Cure, Staff of Heaven and Earth, The Inquisitor, Cleric of Nethys, Anathemic Volume
Recharged: Irori's Mastery, Blessing of Qi Zhong, The Hidden Truth, The Trumpet, Pharasma's Knowing, Strength,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon Arcane Staff
POWERS:
When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)
| Hakon the Smasher |
The Midwife: When this is the hour: At the start of your turn, summon and encounter a monster.
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.
Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. Note Harrow of Stars is in effect.
Radovan discard's The Joke.
BYA constitution 7 blessed by The Joke: 2d8 ⇒ (1, 2) = 3
Talitha uses Blessing of Angradd.
combat 16 blessed by Blessing of Angradd: 2d10 + 3 ⇒ (5, 9) + 3 = 17
Discard Divine Insight to draw Restorative Touch (Core) from my discard pile.
Restorative Touch (Core) targeting Hakon: 1d4 + 1 ⇒ (1) + 1 = 2
Move to Location #3: The Waxworks.
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.
combat 14 +4 revealing Shock Glaive, displaying Enhance for Strength: 1d10 + 1d10 + 1d4 + 10 ⇒ (7) + (3) + (1) + 10 = 21
Recharge Shock Glaive due to Harrow of Stars. End turn and move to Laboratory. No cards in hand for Ablaze. (Or Recovery checks.) Bury Dragonbane Greatsword to Withering.
Hakon ends their turn.
Hakon attempts to recover all cards in their Recovery pile.
Restorative Touch (Core): Divine 10: 1d8 + 1 ⇒ (4) + 1 = 5 -> Restorative Touch (Core) discarded.
Enhance: Divine 7: 1d8 + 1 ⇒ (6) + 1 = 7 -> Enhance recharged .
Hand: Cat (Core), Thundering Earthbreaker, Divine Insight, Bodyguard, Lyrune-quah Truthspeaker,
Displayed: Magic Spiked Full Plate, Gray Maiden Plate,
Deck: 4 Discard: 1 Buried: 7
"Current Location: Laboratory
Hero Points: 0"
"NOTES:
Available Support: Folio reroll: Used
Blessings are available for use.Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Lyrune-quah Truthspeaker: On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Bodyguard: When a local character suffers damage, recharge to reduce it by 3.
Cat (Core): On a local check against a spell, recharge to add 1d4.
Movement: Move me to same location as Talitha if my location closes.
Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Cleaving Battleaxe, Acidic Bolas
Recharged: Shock Glaive, Enhance,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Melee Strength +2"
"Knowledge Charisma +1"
"Diplomacy Charisma +1"
Arcane: Charisma +1
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane | Divine | Instrument | Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type ([x] or a spell or a blessing) from your discards.
On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
[x] At the end of your turn, you may move; any local characters may move with you.
[x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)
The Waxworks #3 card #1 banished.
Discarded Radovan's The Joke.
Discarded Talitha's Blessing of Angradd.
Everyone had to make a Constitution, Wisdom, or Fortitude 7 which thanks to the suit just means recharge a random card in hand.
| TColMaster Seoni |
Out of Turn Updates: Receive The Real Rabbit Prince
Con 7: 1d6 ⇒ 4
-Fail, no negative effect
RNG Recharge: 1d6 ⇒ 2 (Liquid Courage Recharged)
Turn - Hour:The Foreign Trader
Hour Rules: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
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: None
Move: XX -> YY
Location Powers: When you fail a check to defeat a bane, suffer 1 Acid damage.
Explore: Perplexing Text
Talitha - Blessing of the Seventh Veil
Know 11: 3d8 + 2 ⇒ (2, 6, 2) + 2 = 12
Defeated
-Draw Spell (Divine Blaze)
Discard Djinn to Examine (not a boon), then Explore
Wand of Acid Burst
Disable 9: 1d12 + 2d4 + 4 ⇒ (5) + (1, 3) + 4 = 13
Defeated
-Drawing Weapon (Dragonbane Greatsword)
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
Withering: 1d3 ⇒ 3 (Djinn)
[u]Summary[/u]
Acquired: Divine Blaze, Dragonbane Greatsword
Banished: Perplexing Text, Secret Stockpile
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Talitha - Blessing of the Seventh Veil
Actions needed by other Player(s): None
Hand: Dragonbane Greatsword, Divine Blaze, Disable Mechanism 2, Limning Starknife, Wand of Acid Burst, Circlet of Mental Acuity,
Displayed: Sable Company Hide,
Deck: 14 Discard: 2 Buried: 5
"Hero Points:
XP: 2
Tier:4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Disable Mechanism, Wand of Enervation, Korvosan House Drake, Lightning Bolt, Vampiric Touch, Fireball Beads, Light Crossbow (Core), Death's Touch, The Snakebite
Recharged: Good Omen, Good Omen 2, Liquid Courage, Magical Mansion, The Real Rabbit Prince,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowlege:Intelligence +1
Perception: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
[X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
☐ After your location is shuffled, you may examine its top card.
| Radovan Z. |
On Hakon's turn, discard The Joke
Harrow of Stars (on Hakon's turn): 1d4 ⇒ 1 Ugh. Adamantine Sai is recharged.
| Radovan Z. |
It is the hour of The Teamster
Hour Power: After your first exploration of your turn, you may discard a card to explore.
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.
Give card: Poisoned Bullets to Hakon
Move to: Waxworks #3
Location Power: When you fail a check to acquire an ally, suffer damage as if it were a monster.
Free exploration
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.
Bury Waxworks from Quang
BA Perception 7: 1d8 + 2 + 1d6 + 1 ⇒ (2) + 2 + (2) + 1 = 7
Radovan Power: Add 2d4 if you did not play a weapon.
Norge: add 1 and the Fire trait
Fell Viridio: add 2 and the Poison trait
Freely reveal Belt
Combat 11: 1d8 + 2d4 + 3 + 1d4 ⇒ (6) + (1, 3) + 3 + (2) = 15 Banished
Radovan Power: 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. - Random Monster 2 is Wyvern - display on Quang.
Discard Rodrick to explore
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
Use Quang power to evade. Waxworks #3 is shuffled.
End turn
WITHERING: At the end of your turn, bury a random card from your discards. - The Theater is buried.
Location Power: At the end of your turn, each local character suffers 1d4-2 Fire damage. - Radovan is the only character at Waxworks #3 and he reduces all Fire dmg to 0, so no effect.
Reset Hand
After you reset, recharge a random card.
When you would heal any number of cards, you may remove this scourge instead.
Poisoned - recharge Snick
Turn Summary:
* Gave Poisoned Bullets to Hakon (just for health)
* (Until next BR update) Waxworks #3 has been shuffled and consists of cards 3-8
Hand: Deadeye Pistol +1, Blackjack's Rapier, Belt of Physical Might, Appleslayer, Zae,
Displayed: Moon Maiden Armor, Wyvern Q4, Troll Q2, Ghoul Bat N,
Deck: 9 Discard: 2 Buried: 5
Current Location: Waxworks #3
Hero Points: 1
Paizo merch reroll: Available // Radovan 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 other cards are available unless stated otherwise.Deadeye Pistol: reload to add 1d6 to a local combat check. If the bane requires subsequent combat checks, add another 1d6 to each of those checks.
Movement: If location closes, move to: with the rest of the group, or if splitting up, to XOther: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.
If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.
Middle of Deck (Unknown Order): Shark Skin Armor
Recharged: Blackjack's Gear, The Winged Serpent, Sable Company Leathers, Keren Rhinn, Vindicator, Wayfinder (Core), Adamantine Sai +2, Snick,
Discard Pile:
Buried Pile:
Strength d8 [ooc]☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
| BR eddiephlash |
Seoni also gets a new armor:
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.
During This Adventure:
During This Scenario:
While setting up, remove all non-Harrow blessings from the Vault.
Use Small Locations
Shuffle a Harrow blessing into each location
Add an additional location as specified in the Adventure book
24 blessings in the Hourglass
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 11+## OR CraftDisable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.
Story Bane
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
Scenario Level (#): 4
Turn: 17, Talitha/MauveAvenger
Monsters
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
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.
Core
Monster 1
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 8+#
If undefeated, bury a weapon or an armor from your hand or discards.
If defeated, heal a weapon or an armor.
Barriers
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.
CotCT
Barrier 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Weapons
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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.
Spells
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Core
Spell 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.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
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.
Armors
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Core
Armor 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
CotCT
Armor 3
Traits:
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.
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.
Items
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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Allies
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.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: When a character moves on their turn, each other local character may move with them.
Current Hour:
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.
Hours Remaining: 7
Hourglass
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/tcolmaster01, Talitha/MauveAvenger, Hakon/Bigguyinblack, Magical Mansion (heal 1d4 +1 cards instead of free exploration)
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Location #3: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Radovan/AbrahamZ, 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.
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
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.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Loot, Radovan's Monsters, etc.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
| Talitha of the Staff |
Turn Order: Seoni/TColMaster, Radovan/Abraham Z, Talitha/MauveAvengr, Hakon/Bigguyinblack
Out of Turn Updates: Must do BYA check on Hakon's turn due to Cytillipede
Wisdom 7: 1d6 ⇒ 6
Due to Harrow, recharge Staff of Dark Flames
Discard Bury Blessing of Angraad on Hakon's turn. Draw Arcana Theft. Discard Bury Blessing of the Seventh Veil on Seoni's turn. Draw Cleric of Nethys.
Turn: Turn 17 - 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.
Hour Power: When a character moves on their turn, each other local character may move with them.
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 Anyone else can move with Talitha
Explore: 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.
Wisdom 12: 1d6 ⇒ 4
Discard hand as damage.
End Turn: Reset hand. Bury the discarded Magus Arcana due to Withering
EOT Fire Damage, Talitha: 1d4 - 2 ⇒ (2) - 2 = 0
EOT Fire Damage, Radovan: 1d4 - 2 ⇒ (3) - 2 = 1
Radovan takes 1 Fire damage.
Recovery: N/a
[u]Summary[/u]:
Movement: Laboratory -> Waxwork
Acquired: N/a
Banished: Waxwork Card 1: Firepelt Cougar
Examined: N/a
Random Card(s) Used: N/a
Displayed: None
Other Player(s) Resources Used: N/a
Actions needed by other Player(s): Radovan takes 1 Fire damage.
Hand: Volcanic Storm, Cure, Anathemic Volume, Staff of Heaven and Earth, Blessing of Asmodeus, Blessing of Abraxas,
Displayed: Shoanti Barbarian Hide,
Deck: 8 Discard: 6 Buried: 12
Current Location: Waxworks
Hero Points: 3
Paizo Reroll: Not Used
NOTES:
Available Support: Blessings (Any available)
Other: Hi I'm Talitha. Please bot me if I need to Guard my location.
Middle of Deck (Unknown Order): The Inquisitor
Recharged: Irori's Mastery, Blessing of Qi Zhong, The Hidden Truth, The Trumpet, Pharasma's Knowing, Strength, Staff of Dark Flame,
Discard Pile:
Buried Pile:
Strength d8 ☑ +1 ☑ +2 ☐ +3
Melee: Strength +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d6 ☐ +1
Wisdom d6 ☐ +1 ☐ +2 ☐ +3
Charisma d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Blessing
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapon Arcane Staff
POWERS:
When you would discard a spell for a power on a Staff boon, you may discard or bury (☐ or recharge) a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead (☑ then draw a card).
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll (☑ or reroll 1 die) on any of your checks.
☐ When you would recharge (☐ or discard) a spell, you may reveal a card that has the Staff trait to instead put the spell on top of your deck.
☐ If any die rolled on your check is a 1, count it as a 3 (☐ or reroll any of those dice).
☐ When you discard 1 or more cards as damage, you may recharge a buried blessing.
When you encounter a monster, you may recharge 2 random cards to evade it, then move to a random other location (A Night at Bloodthorne Manor Reward)
| BR eddiephlash |
During This Adventure:
During This Scenario:
While setting up, remove all non-Harrow blessings from the Vault.
Use Small Locations
Shuffle a Harrow blessing into each location
Add an additional location as specified in the Adventure book
24 blessings in the Hourglass
Add a random Perils wildcard, and a random Onslaughts wildcard.
Build a number of The Waxworks locations equal to the number of characters.
Characters start at the Ruin
Additional Rules: Story Bane Details
Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
Non-Closing Henchmen: Wax Constructs - Proxy B
Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 11+## OR CraftDisable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.
Story Bane
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.
Story Bane
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
Scenario Level (#): 4
Turn: 18, Hakon/Bigguyinblack
Monsters
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
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.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
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.
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
Barriers
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Weapons
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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.
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.
Spells
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 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.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Allies
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
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.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
CotCT
Ally 4
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy
Divine 12
OR Recharge A Respect Boon 0
On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards.
Discard to explore, or to move then explore. You may not use this power during an encounter.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hour Power: On your check against a barrier, the difficulty is increased by 3.
Current Hour:
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.
Hours Remaining: 6
Hourglass
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seoni/tcolmaster01, Hakon/Bigguyinblack,
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
Location #3: The Waxworks
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Radovan/AbrahamZ, Talitha/MauveAvenger,
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
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.
Location #8: Cards Not In the Box
Closed
At This Location: Not a real location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Loot, Radovan's Monsters, etc.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
| TColMaster Seoni |
Hand: Dragonbane Greatsword, Divine Blaze, Disable Mechanism 2, Limning Starknife, Wand of Acid Burst, Brute Force Shield,
Displayed: Sable Company Hide,
Deck: 15 Discard: 2 Buried: 5
"Hero Points:
XP: 2
Tier:4"
"NOTES:
Available Support: Blessings and Spells are available for use.
Movement: Move me to any non-occupied location if my location closes. If none available, move where needed.
Other: Hi I'm Seoni! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Death's Touch, Light Crossbow (Core), Disable Mechanism, Fireball Beads, The Snakebite, Circlet of Mental Acuity, Lightning Bolt, Vampiric Touch, Korvosan House Drake, Wand of Enervation
Recharged: Good Omen, Good Omen 2, Liquid Courage, Magical Mansion, The Real Rabbit Prince,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1 ☐ +2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3
Knowlege:Intelligence +1
Perception: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Arcane: Charisma +2
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may discard a card ([X] or recharge a spell) to use Arcane + 2d4 plus the card's level and add the Attack, Force, and Magic traits. This counts as playing a spell.
On your check to recharge an Arcane spell ([x] or an Arcane item), you automatically succeed. (☐ You may instead shuffle it into your deck.)
☐ At the start of your turn, you may draw up to 2 (☐ 3) cards; if you do, recharge that many cards.
[X] Gain the skill Perception: Intelligence +2. On a local check against a barrier, you may recharge a spell (☐ or boon) to add 1d4
☐ After your exploration, you may recharge the top 2 cards of your deck (☐ then another local character may recharge the top 2 cards of their deck).
☐ After your location is shuffled, you may examine its top card.
| Hakon the Smasher |
The Demon's Lantern: When this is the hour: On your check against a barrier, the difficulty is increased by 3.
Start of turn discard Divine Insight to draw Restorative Touch (Core).
Move to Location #3: The Waxworks.
Restorative Touch (Core) on Talitha: 1d4 + 1 ⇒ (4) + 1 = 5
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.
Talitha plays Blessing of Asmodeus.
combat 22 revealing Thundering Earthbreaker, burying Poisoned Bullets, blessed by Blessing of Asmodeus: 2d10 + 1d12 + 1d8 + 8 ⇒ (5, 3) + (10) + (8) + 8 = 34
Discard Cat to explore.
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.
divine 6 aided by cat, recharging Lyrune-quah Truthspeaker: 1d8 + 1d4 + 1d6 + 1 ⇒ (7) + (4) + (3) + 1 = 15
Heal 2 from recharging Lyrune-quah Truthspeaker. Discard Bodyguard to explore.
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.
Talitha plays Blessing of Abraxas. Radovan freely plays Deadeye Pistol +1.
combat 11 +4 +4 +4 revealing Thundering Earthbreaker, blessed by Blessing of Abraxas, Radovan freely plays Deadeye Pistol +1: 2d10 + 1d12 + 1d6 + 7 ⇒ (2, 6) + (11) + (1) + 7 = 27
AYA bury Bodyguard from my discard pile. Summon Wax Construct to close.
Story Bane
Type: Monster
Traits: Construct Veteran
To Defeat: Combat 11+## OR CraftDisable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.
combat 11 +4 +4 +4 revealing Thundering Earthbreaker, casting Good Omen, reloading Thundering Earthbreaker to ignore AYA: 1d10 + 1d12 + 1d6 + 11 ⇒ (7) + (5) + (4) + 11 = 27
No villain so Waxworks #3 is closed. Talitha and Radovan may heal an ally. We all move to Laboratory. No cards in my discard pile for Withering.
Hakon ends their turn.
Hakon attempts to recover all cards in their Recovery pile.
Restorative Touch (Core): Divine 10: 1d8 + 1 ⇒ (7) + 1 = 8 -> Restorative Touch (Core) discarded.
Good Omen 2: Divine 8: 1d8 + 1 ⇒ (2) + 1 = 3 -> Good Omen 2 discarded.
Hakon resets their hand.
Hand: Thundering Earthbreaker, Cleaving Battleaxe, Cat (Core), Acidic Bolas, Divine Insight,
Displayed: Magic Spiked Full Plate, Gray Maiden Plate,
Deck: 3 Discard: 2 Buried: 9
"Current Location: Laboratory
Hero Points: 0"
"NOTES:
Available Support: Folio reroll: Used
Blessings are available for use.Divine Insight: On any check to defeat a barrier, banish to add 2d6.
Cat (Core): On a local check against a spell, recharge to add 1d4.
On a local check against a Lock or Obstacle barrier, recharge to add 1d12.
Movement: Move me to same location as Talitha if my location closes.
Other: Hi I'm Hakon! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): Enhance, Lyrune-quah Truthspeaker, Shock Glaive
Recharged:
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
"Melee Strength +2"
"Knowledge Charisma +1"
"Diplomacy Charisma +1"
Arcane: Charisma +1
Divine: Charisma +1
Favored Card: Weapon
Hand Size: 4 ☑ 5 ☐ ☐ ☐ ☐
Proficiencies:
Arcane | Divine | Instrument | Weapon
POWERS:
At the start of your turn, you may exchange a card with a card of the same type ([x] or a spell or a blessing) from your discards.
On a local Strength check (☐ or a local check against a monster), you may bury a card from your hand (☐ or discards) to add your Diplomacy.
[x] At the end of your turn, you may move; any local characters may move with you.
[x]Gain the skills Arcane: Charisma +1 and Divine: Charisma +1. (☐ Add 1d6 to your checks to acquire blessings and recharge spells.)
The Waxworks #3 card #2 acquired. Location closed.
Talitha healed fr 5 then she plays Blessing of Asmodeus and Blessing of Abraxas. Then she may heal an ally.
Radovan freely played Deadeye Pistol +1. Then may heal an ally.
| Radovan Z. |
On Talitha's turn: reduce 1 Fire dmg to 0.
On Hakon's turn: reload Deadeye Pistol; heal Rodrick; move to Lab.
Hand: Blackjack's Rapier, Belt of Physical Might, Appleslayer, Zae,
Displayed: Moon Maiden Armor, Wyvern Q4, Troll Q2, Ghoul Bat N,
Deck: 11 Discard: 1 Buried: 5
Current Location: Laboratory
Hero Points: 1
Paizo merch reroll: Available // Radovan 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 other cards are available unless stated otherwise.Movement: If location closes, move to: with the rest of the group, or if splitting up, to X
Other: If you are local to Radovan and you are dealt dmg by a bane, even if it's reduced to 0, please note it; Radovan displays a monster once/turn when this happens.
If you are local to Radovan and you encounter a monster and it is undefeated, please note it; Radovan displays a monster when this happens.
Middle of Deck (Unknown Order): Snick, Rodrick, Deadeye Pistol +1, Sable Company Leathers, The Winged Serpent, Shark Skin Armor, Adamantine Sai +2, Keren Rhinn, Wayfinder (Core), Vindicator, Blackjack's Gear
Recharged:
Discard Pile:
Buried Pile:
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dex +2
Stealth: Dex +2
Acrobatics: Dex +2 (Quang)
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude = Con +2 (Norge)
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☐ +1 ☐ +2
Diplomacy: Cha +2
Perception = Diplomacy (i.e. Cha +2) (Fell Viridio)
Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
☐ When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
| TColMaster Seoni |
Out of Turn Updates: None
Turn - Hour: The Forge
Hour Rules: On your check, add 1 for each type of boon played.
HarrowHammers
SOT: None
Give Card: Limning Starknife to Hakon
Move: XX -> YY
Location Powers: When you fail a check to defeat a bane, suffer 1 Acid damage.
Explore: Zassrion the Tyrant
Dex 9: 1d6 ⇒ 3
Fail, discard Brute Force Shield, Wand of Acid burst, Disable Mechanism, Divine Blaze
Dragonbane Greatsword - Hakon buries card for Diplomacy
Combat 19: 1d4 + 1d12 + 1d8 + 1d8 + 1 + 2 ⇒ (3) + (8) + (5) + (2) + 1 + 2 = 21
Combat 21: 1d4 + 1d12 + 1d8 + 1d8 + 1 + 2 ⇒ (1) + (11) + (4) + (4) + 1 + 2 = 23
Seoni ends her turn.
Seoni attempts to recover all cards in her Recovery pile.
Seoni resets her hand.
[u]Summary[/u]
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None
| BR eddiephlash |
The Waxworks Development: Zassrion Encountered
The largest of the wax wells sits in the center of the building, and there you find the so-called Patchwork King. Zassrion is a massive sapphire dragon, or at least, what’s left of him. His body is draped over the well, one leg gleaming blue and fully formed, the other covered in a patchwork quilt of skin and fur. One of his wings struggles to emerge from the ooze in which he is reforming.
The only pristine thing in the room is a glittering telescope that shimmers with the same kind of magical haze that pulled you into this world. Perhaps it’s a way out?
Whatever it is, it’s blocked by the dragon, whose narrowed eyes lock onto you as his mouth splits into a wicked grin. Wax and blood drip from his jaws as he speaks. “How kind of you to deliver yourself directly to me. I thought I would have to wait, and send more duplicates to hunt you down, but you’ve decided to make things easy.”
He rears up, hot wax hissing as it splatters onto the floor. “Bow! Your death shall open the gate for me, and your realm shall have a new king!”
| BR eddiephlash |
Tables at this convention earned the Real Rabbit King ending by getting enough "Rabbit Captured" successes in scenario B.
The Waxworks: Development (Real Rabbit King)
In the end, the Patchwork King doesn’t die. He simply melts back into the pool from which he emerged, coloring the wax a poisonous blue. You see a bubble rise to the surface and pop with the sound of his scream. He’s gone for now, but it might just be a matter of time before he reforms. You press on instead of sticking around to find out.
It takes some searching, but you eventually find the rabbit’s broken sword among the trinkets and treasures of the waxworks. The King of the Briar Patch is waiting for you outside, his eyes growing wide at the sight of his treasure.
It’s nearly impossible to keep up with him as he leads you, rushing through the woods until you reach an archway. He assures you that it leads back to your own world.
He was right on that count. You step through and find yourself in a field not far from the lodge. He was wrong about other things, though: for a moment, you hear him scream and rail as he fails to cross over into this realm. His screaming is cut off with the closing of the gateway.
It feels like it’s for the best, though perhaps you do feel a little sorry for him.
Scenario Reward:
Adventure Reward:
Acquired cards:
Raccoon (Ally 3)
Magic Klar (Armor 2)
Brute Force Shield (Armor 2)
Shield of Resistance (Armor 2)
Brute Force Shield (Armor 2)
Shoanti Barbarian Hide (Armor 4)
Sable Company Hide (Armor 3)
Moon Maiden Armor (Armor 4)
The Hidden Truth (Blessing 1 4)
The Real Rabbit Prince (Blessing 1 4)
The Waxworks (Blessing 1 4)
The Betrayal (Blessing 1 4)
The Inquisitor (Blessing 1 4)
The Trumpet (Blessing 1 4)
The Unicorn (Blessing 1 4)
The Snakebite (Blessing 1 4)
Blackjack's Gear (Item 4)
Liquid Courage (Item 2)
Wand of Restorative Touch (Item 4)
Divine Blaze (Spell 4)
Good Omen (Spell 1)
Minor Harrowing (Spell 1)
Clairvoyance (Spell 3)
Disable Mechanism (Spell 2)
Vindicator (Weapon 4)
Thundering Earthbreaker (Weapon 4)
Cleaving Battleaxe (Weapon 2)
Acidic Bolas (Weapon 3)
Dragonbane Greatsword (Weapon 3)
Limning Starknife (Weapon 4)
To the discussion page!
| BR eddiephlash |
Adventure Reward:
Additional Adventure Reward: from the Real Rabbit King ending