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

Game Master eddiephlash

Turn Order:

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


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During This Adventure:

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

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass
    Add a random Perils wildcard, and a random Onslaughts wildcard.
    Build a number of The Waxworks locations equal to the number of characters.
    Characters start at the Ruin

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

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

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: Zassrion the Tyrant
    Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
    Non-Closing Henchmen: Wax Constructs - Proxy B

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

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

    Marzalee the Weaver (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Storykin Veteran
    To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
    Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.

    Zassrion the Tyrant (Villain):

    Story Bane
    Type: Monster
    Traits: Dragon Storykin Veteran
    To Defeat: Combat 11+## THEN Combat 13+##
    Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.

    Scenario Level (#): 4

    Turn: 12, Radovan/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Cytillipede
    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

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

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

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

    Spoiler:
    Skeleton
    Core
    Monster 0
    Traits:
    Skeleton
    Undead
    Veteran
    To Defeat:
    Combat 10+##
    Immune to Cold, Mental, and Poison.
    Vulnerable to Bludgeoning.

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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


    Spoiler:
    Death's Touch
    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.


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

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


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

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

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

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

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

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

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


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

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

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

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

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

    Spoiler:
    Naval Hero
    CotCT
    Ally 2
    Traits:
    Human
    Swashbuckler
    To Acquire:
    Charisma
    Diplomacy
    Melee 9
    On a local combat or Charisma check, recharge to add 1d6.
    Discard to explore. If you are at an Aquatic location, recharge instead.

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

    Spoiler:
    Jasan Adriel
    CotCT
    Ally 4
    Traits:
    Human
    Spy
    To Acquire:
    Charisma
    Diplomacy 11
    OR Knowledge 10
    On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
    Discard to examine the top card of your location, then you may explore.
    This exploration, when you would encounter a story bane, another local character may encounter it instead.

    Spoiler:
    Sklar-quah Thundercaller
    CotCT
    Ally 4
    Traits:
    Human
    Skald
    To Acquire:
    Charisma
    Diplomacy 11
    OR Summon And Defeat A Barrier 0
    Display. While displayed:
    * On all Strength and Acrobatics checks, add 1d6.
    * At the end of the turn, recharge.
    Discard to examine the top card of your location, then you may explore.
    This exploration, on all Strength and Acrobatics checks, add 3.

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

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

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

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

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

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

    Current Hour:

    The Publican:
    The Publican
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would discard an ally, recharge it instead.
    To Acquire:
    Wisdom
    Diplomacy 4+#
    On any check, discard to bless.
    On a check by a character at an Urban location, discard to bless twice.
    Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 1 Talitha/MauveAvenger
    The Juggler
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: On your check, you may discard a card to reroll a die showing 1.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, freely discard to reroll a die.
    Discard to explore.
    Hourglass Card 2 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Hakon/Bigguyinblack
    The Midwife
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: At the start of your turn, summon and encounter a monster.
    To Acquire:
    Wisdom
    Divine 4+#
    When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
    Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
    Hourglass Card 3 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 3 Seoni/tcolmaster01
    The Foreign Trader
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
    To Acquire:
    Intelligence
    Knowledge 4+#
    On a local non-combat check, discard to bless and add your Intelligence die.
    Discard to explore.
    Hourglass Card 4 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 4 Radovan/AbrahamZ
    The Teamster
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: After your first exploration of your turn, you may discard a card to explore.
    To Acquire:
    Constitution
    Diplomacy 4+#
    On your check, freely discard to use your Constitution die instead of the normal die.
    Reload this card and discard another boon to explore.
    Hourglass Card 5 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 5 Talitha/MauveAvenger
    The Cricket
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When a character moves on their turn, each other local character may move with them.
    To Acquire:
    Dexterity
    Ranged 4+#
    On any check, discard to bless.
    On another character's Dexterity check, recharge to bless.
    Discard to move then explore. You may not use this power during an encounter.
    Hourglass Card 6 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 6 Hakon/Bigguyinblack
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 7 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 7 Seoni/tcolmaster01
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 8 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 8 Radovan/AbrahamZ
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 9 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 9 Talitha/MauveAvenger
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 10 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Hakon/Bigguyinblack
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 11 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 11 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 12 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 12 Radovan/AbrahamZ
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

    Location #1: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 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)

    Laboratory Card 1:
    Perplexing Text
    Core
    Barrier 1
    Traits:
    Cache
    Veteran
    To Defeat:
    Intelligence
    Knowledge 7+#
    If undefeated, end your turn.
    If defeated, draw a new spell or Book item.
    Laboratory Card 2:
    Secret Stockpile
    Core
    Barrier 2
    Traits:
    Cache
    Lock
    To Defeat:
    Dexterity
    Disable 9
    OR Wisdom
    Perception 11
    If undefeated, you may banish this barrier.
    If defeated, draw a new weapon and a new armor.
    Laboratory Card 3:
    Zassrion the Tyrant
    TotH
    Story Bane 1
    Type: Monster
    Traits:
    Dragon
    Storykin
    Veteran
    To Defeat:
    Combat 11+##
    THEN Combat 13+##
    Immune to Electricity.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
    Laboratory Card 4:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Laboratory Card 5:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Laboratory Card 6:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

    Location #3: The Waxworks
    Urban
    Urban
    Urban
    At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
    At the end of your turn, each local character suffers 1d4-2 Fire damage.
    When Closing: Summon and defeat the story bane Wax Construct
    When Permanently Closed: Each local character may heal an ally.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Firepelt Cougar
    The Waxworks Card 1:
    Hungry Smoke
    CotCT
    Barrier 3
    Traits:
    Elemental
    Trap
    To Defeat:
    Combat 14
    OR Disable
    Fortitude
    Perception 9
    Resistant to Melee.
    If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
    The Waxworks Card 2:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.
    The Waxworks Card 3:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Waxworks Card 4:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    The Waxworks Card 5:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    The Waxworks Card 6:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    The Waxworks Card 7:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    The Waxworks Card 8:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.

    Location #4: The Waxworks
    Urban
    Urban
    Urban
    At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
    At the end of your turn, each local character suffers 1d4-2 Fire damage.
    When Closing: Summon and defeat the story bane Wax Construct
    When Permanently Closed: Each local character may heal an ally.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Marzalee the Weaver
    The Waxworks Card 1:
    Marzalee the Weaver
    TotH
    Story Bane 1
    Type: Monster
    Traits:
    Outsider
    Storykin
    Veteran
    To Defeat:
    Intelligence
    Craft
    Fortitude
    Knowledge 3+#
    THEN Combat 13+##
    Before acting, a random local character summons and encounters the story bane Wax Construct.
    After acting, suffer the scourge Poisoned.
    The Waxworks Card 2:
    Landshark Whelp
    CotCT
    Ally 4
    Traits:
    Aberration
    To Acquire:
    Wisdom
    Survival 9
    On a local combat check, freely banish to add 2d6 and the Piercing trait.
    Banish to explore. This exploration, you may ignore cards' before acting powers.

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


    Location #5: The Waxworks
    Urban
    Urban
    Urban
    At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
    At the end of your turn, each local character suffers 1d4-2 Fire damage.
    When Closing: Summon and defeat the story bane Wax Construct
    When Permanently Closed: Each local character may heal an ally.
    M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
    Located/Displayed Here: None
    The Waxworks Card 1:
    The Real Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Promo
    Suit: Keys
    Veteran
    When this is the hour: At the start of your turn, draw this card.
    To Acquire:
    Dexterity
    Melee 6+#
    While this card is in your hand or when you play it, treat it as either an ally or a blessing.
    On your combat check, discard into a random character's discards to bless.
    Discard into a random character's discards to explore. This exploration, your checks are blessed.
    The Waxworks Card 2:
    Henchman Proxy A2
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 3:
    Lightning Bolt
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Electricity
    Magic
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
    The Waxworks Card 4:
    Harpy
    Core
    Monster 2
    Traits:
    Harpy
    To Defeat:
    Combat 10
    Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.
    The Waxworks Card 5:
    Salvator Scream
    CotCT
    Ally 4
    Traits:
    Human
    Loot
    To Acquire:
    Charisma
    Diplomacy 10
    OR Knowledge 9
    On a local Knowledge or Perception check, recharge to add 1d8.
    Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
    The Waxworks Card 6:
    The Beating
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
    To Acquire:
    Strength
    Melee 4+#
    On a local check, bury this card and any number of cards to bless once for each card buried.
    Discard to explore.
    The Waxworks Card 7:
    Bound Homunculus
    Core
    Ally 2
    Traits:
    Construct
    Magic
    To Acquire:
    IntelligenceArcaneCraft 8
    OR CharismaDiplomacy 10
    On a local check, banish to add 1d8.
    Banish to explore. This exploration, on your first check, add 1d6.

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

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

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: Loot, Radovan's Monsters, etc.
    Cards Not In the Box Card 1:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 2:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Cards Not In the Box Card 3:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Cards Not In the Box Card 4:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


  • Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    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

    Waxworks #4 Top Card is 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.

    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

    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

    Poisoned:
    While Marked:
    After you reset, recharge a random card.

    Wayfinder is recharged

    Turn Summary:
    * Seoni recharged The First
    * Waxworks 4 is closed

    Radovan wrote:

    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 X

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

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

    Deck, Discard, Buried:

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

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

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

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


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

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

    Turn: Turn 13 - The Juggler

    The Juggler:
    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

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

    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

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

    Reveal Gallivance and bury 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

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: The Locksmith, Clairvoyance,
    Buried Pile: Blessing of Iomedae, The Snakebite, Minor Harrowing, Dehydrating Touch, The Carnival, Belt of Teeth, Blessing of Maat, Thundering Earthbreaker, Anubis Staff,

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

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


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

    The Midwife: When this is the hour: At the start of your turn, summon and encounter a monster.

    random monster #1 Cytillipede:

    CotCT
    Monster 4
    Traits:
    Vermin
    To Defeat:
    Combat 16
    Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter.
    If undefeated, a random local character summons and encounters this monster.

    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.

    The Waxworks #3 Card 1: Hungry Smoke:

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

    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 .

    Hakon wrote:

    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!"

    "

    Deck, Discard, Buried:

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

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

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

    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

    Seoni wrote:

    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!"

    "

    Deck, Discard, Buried:

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

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


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Hakon's turn, discard The Joke

    Harrow of Stars (on Hakon's turn): 1d4 ⇒ 1 Ugh. Adamantine Sai is recharged.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    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

    Waxworks #3 top Card is Card 2 is Unseen Sentinel:

    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

    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

    Waxworks #3 Card 3 is Firepelt Cougar:

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

    Use Quang power to evade. Waxworks #3 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

    Poisoned:
    While Marked:
    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

    Radovan wrote:

    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 X

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

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

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Shark Skin Armor
    Recharged: Blackjack's Gear, The Winged Serpent, Sable Company Leathers, Keren Rhinn, Vindicator, Wayfinder (Core), Adamantine Sai +2, Snick,
    Discard Pile: The Joke, Rodrick,
    Buried Pile: Alaeron, Grogul, The Uprising, The Waxworks Q1, The Theater,

    Skills and Powers:
    SKILLS
    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:

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


  • Seoni also gets a new armor:

    Brute Force Shield:

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

    During This Adventure:

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

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass
    Add a random Perils wildcard, and a random Onslaughts wildcard.
    Build a number of The Waxworks locations equal to the number of characters.
    Characters start at the Ruin

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

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

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: Zassrion the Tyrant
    Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
    Non-Closing Henchmen: Wax Constructs - Proxy B

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

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

    Marzalee the Weaver (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Storykin Veteran
    To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
    Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.

    Zassrion the Tyrant (Villain):

    Story Bane
    Type: Monster
    Traits: Dragon Storykin Veteran
    To Defeat: Combat 11+## THEN Combat 13+##
    Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.

    Scenario Level (#): 4

    Turn: 17, Talitha/MauveAvenger

    Random Cards:

    Monsters
    Spoiler:
    Vampire Spawn
    CotCT
    Monster 2
    Traits:
    Undead
    Vampire
    To Defeat:
    Combat 15
    Immune to Mental and Poison.
    If undefeated, bury a random card from your discards.

    Spoiler:
    Diseased Rats
    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.

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

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

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

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

    Spoiler:
    Assassination Squad
    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.

    Spoiler:
    Snake Oil Seller
    CotCT
    Barrier 2
    Traits:
    Task
    To Defeat:
    Intelligence
    Craft 6
    OR Wisdom 8
    When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
    If undefeated, bury the top card of your deck and suffer the scourge Poisoned.

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

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

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

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

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

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

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

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


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

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


    Spoiler:
    Volcanic Storm
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Bludgeoning
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 11
    For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.

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

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


    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

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

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

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

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

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

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

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

    Spoiler:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

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

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


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

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

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

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

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

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

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

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

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

    Hour Power: When a character moves on their turn, each other local character may move with them.

    Current Hour:

    The Cricket:
    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.

    Hours Remaining: 7

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Hakon/Bigguyinblack
    The Demon's Lantern
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    Veteran
    When this is the hour: On your check against a barrier, the difficulty is increased by 3.
    To Acquire:
    Dexterity
    Disable 4+#
    On your check, freely discard to use your Dexterity die instead of the normal die.
    Discard to remove up to 2 of your scourges.
    Discard to explore.
    Hourglass Card 2 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 2 Seoni/tcolmaster01
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 3 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 3 Radovan/AbrahamZ
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 4 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 4 Talitha/MauveAvenger
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 5 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Hakon/Bigguyinblack
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 6 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 6 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 7 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 7 Radovan/AbrahamZ
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

    Location #1: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 1 Ba: 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)

    Laboratory Card 1:
    Zassrion the Tyrant
    TotH
    Story Bane 1
    Type: Monster
    Traits:
    Dragon
    Storykin
    Veteran
    To Defeat:
    Combat 11+##
    THEN Combat 13+##
    Immune to Electricity.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
    Laboratory Card 2:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Laboratory Card 3:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Laboratory Card 4:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

    Location #3: The Waxworks
    Urban
    At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
    At the end of your turn, each local character suffers 1d4-2 Fire damage.
    When Closing: Summon and defeat the story bane Wax Construct
    When Permanently Closed: Each local character may heal an ally.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Firepelt Cougar
    The Waxworks Card 1:
    Firepelt Cougar
    CotCT
    Ally 4
    Traits:
    Animal
    To Acquire:
    Wisdom
    Survival 12
    On a local combat check, reload to add 1d6.
    Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
    The Waxworks Card 2:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
    The Waxworks Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 4:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    The Waxworks Card 5:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    The Waxworks Card 6:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: Loot, Radovan's Monsters, etc.
    Cards Not In the Box Card 1:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 2:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Cards Not In the Box Card 3:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Cards Not In the Box Card 4:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


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

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

    The Cricket:
    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

    Firepelt Cougar:
    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.

    Talitha wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: The Locksmith, Clairvoyance, Cleric of Nethys, Gallivance, Ghost Whip, Arcana Theft,
    Buried Pile: Blessing of Iomedae, The Snakebite, Minor Harrowing, Dehydrating Touch, The Carnival, Belt of Teeth, Blessing of Maat, Thundering Earthbreaker, Anubis Staff, Blessing of Angradd, Blessing of the Seventh Veil, Magus Arcana,

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

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


    During This Adventure:

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

    During This Scenario:

    Setup:

    While setting up, remove all non-Harrow blessings from the Vault.
    Use Small Locations
    Shuffle a Harrow blessing into each location
    Add an additional location as specified in the Adventure book
    24 blessings in the Hourglass
    Add a random Perils wildcard, and a random Onslaughts wildcard.
    Build a number of The Waxworks locations equal to the number of characters.
    Characters start at the Ruin

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

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

    Additional Rules: Story Bane Details
    Danger: Wax Construct
    Villain: Zassrion the Tyrant
    Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A
    Non-Closing Henchmen: Wax Constructs - Proxy B

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

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

    Marzalee the Weaver (Closing Henchman):

    Story Bane
    Type: Monster
    Traits: Outsider Storykin Veteran
    To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
    Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned.

    Zassrion the Tyrant (Villain):

    Story Bane
    Type: Monster
    Traits: Dragon Storykin Veteran
    To Defeat: Combat 11+## THEN Combat 13+##
    Immune to Electricity. Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.

    Scenario Level (#): 4

    Turn: 18, Hakon/Bigguyinblack

    Random Cards:

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

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

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

    Spoiler:
    Unseen Sentinel
    Core
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 11
    Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
    Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
    This encounter cannot be avenged.

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

    Barriers
    Spoiler:
    Evil Eye
    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.

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

    Spoiler:
    Assassination Squad
    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.

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

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

    Weapons
    Spoiler:
    Humanbane Rapier
    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.

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

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

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

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

    Spells
    Spoiler:
    Death's Touch
    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.


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

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


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

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


    Spoiler:
    Enchant Weapon
    Core
    Spell 0
    Traits:
    Arcane
    Magic
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 4
    When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.

    Spoiler:
    Wall of Light
    Core
    Spell 3
    Traits:
    Arcane
    Attack
    Divine
    Loot
    Magic
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 8
    Display. While displayed:
    * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
    * On another local character's combat check, add 1d4 and the Magic trait.
    * At the end of the turn, banish.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.

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

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

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

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

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

    Items
    Spoiler:
    White War Paint
    CotCT
    Item 2
    Traits:
    Liquid
    Paint
    To Acquire:
    Melee
    Divine 5
    Display. While displayed:
    * On your checks against Undead banes, add 1d8.
    * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

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

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


    Spoiler:
    Persona Mask
    CotCT
    Item 3
    Traits:
    Accessory
    Magic
    To Acquire:
    Charisma
    Diplomacy 9
    On your Diplomacy check, reveal to add 1d4.
    Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.

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

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

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

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

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

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

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

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

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

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

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

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

    Hour Power: On your check against a barrier, the difficulty is increased by 3.

    Current Hour:

    The Demon's Lantern:
    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.

    Hours Remaining: 6

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 1 Seoni/tcolmaster01
    The Forge
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: On your check, add 1 for each type of boon played.
    To Acquire:
    Strength
    Craft 4+#
    On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
    Discard to explore.
    Hourglass Card 2 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 2 Radovan/AbrahamZ
    The Liar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
    To Acquire:
    Charisma
    Knowledge 4+#
    On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
    Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
    Hourglass Card 3 Talitha/MauveAvenger:
    Spoiler:
    Hourglass Card 3 Talitha/MauveAvenger
    The Crows
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
    To Acquire:
    Dexterity
    Stealth 4+#
    On your check to acquire, discard to bless twice.
    Discard to explore; if you do not encounter a boon, bury this card instead.
    Hourglass Card 4 Hakon/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Hakon/Bigguyinblack
    The Joke
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Books
    Veteran
    When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
    To Acquire:
    Intelligence
    Craft 4+#
    On any check, discard to bless.
    On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
    Discard to explore.
    Hourglass Card 5 Seoni/tcolmaster01:
    Spoiler:
    Hourglass Card 5 Seoni/tcolmaster01
    The Lost
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: When you would recharge a Magic boon, discard it instead.
    To Acquire:
    Wisdom
    Survival 4+#
    On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
    Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
    Hourglass Card 6 Radovan/AbrahamZ:
    Spoiler:
    Hourglass Card 6 Radovan/AbrahamZ
    The Dance
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
    To Acquire:
    Dexterity
    Acrobatics 4+#
    On another character's check, discard to bless twice.
    Discard to explore.

    Location #1: Laboratory
    Urban
    At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
    When Closing: Succeed at an Intelligence or Craft 5+# check.
    When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Seoni/tcolmaster01, Hakon/Bigguyinblack,

    Laboratory Card 1:
    Zassrion the Tyrant
    TotH
    Story Bane 1
    Type: Monster
    Traits:
    Dragon
    Storykin
    Veteran
    To Defeat:
    Combat 11+##
    THEN Combat 13+##
    Immune to Electricity.
    Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
    Laboratory Card 2:
    The Uprising
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Hammers
    Veteran
    When this is the hour: Your non-combat check against a bane is blessed.
    To Acquire:
    Strength
    Diplomacy 4+#
    On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
    Discard to explore.
    Laboratory Card 3:
    Heat Metal
    Core
    Spell 2
    Traits:
    Arcane
    Attack
    Divine
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    OR Wisdom
    Divine 7
    On a local combat check, banish to add 1d4+1 and the Fire trait.
    On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
    Laboratory Card 4:
    Barghest
    CotCT
    Monster 2
    Traits:
    Outsider
    To Defeat:
    Combat 13
    If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.

    Location #3: The Waxworks
    Urban
    At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
    At the end of your turn, each local character suffers 1d4-2 Fire damage.
    When Closing: Summon and defeat the story bane Wax Construct
    When Permanently Closed: Each local character may heal an ally.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Radovan/AbrahamZ, Talitha/MauveAvenger,
    The Waxworks Card 1:
    Ash Giant
    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
    The Waxworks Card 2:
    Good Omen
    Core
    Spell 1
    Traits:
    Arcane
    Divine
    Magic
    Mental
    Veteran
    To Acquire:
    Intelligence
    Wisdom
    Arcane
    Divine 6
    On any check to acquire, to close, or to guard, banish to add 1d6+#.
    DURING RECOVERY
    If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
    The Waxworks Card 3:
    Henchman Proxy A5
    Core
    Henchman 0
    Type: Proxy
    Traits:
    To Defeat:
    None None
    This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
    The Waxworks Card 4:
    The Marriage
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, summon and encounter an ally.
    To Acquire:
    Charisma
    Craft 4+#
    On a local check, discard to bless.
    The character attempting the check may add another local character's die for the skill they are using.
    Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
    The Waxworks Card 5:
    Card Caster
    CotCT
    Ally 0
    Traits:
    Human
    Magus
    Harrow
    To Acquire:
    Intelligence
    Knowledge 5
    OR Charisma
    Diplomacy 7
    Recharge to examine the bottom 2 cards of any location.
    Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

    Location #8: Cards Not In the Box
    Closed
    At This Location: Not a real location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
    Located/Displayed Here: Loot, Radovan's Monsters, etc.
    Cards Not In the Box Card 1:
    The Carnival
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Stars
    Veteran
    When this is the hour: All damage is Mental damage that cannot be reduced.
    To Acquire:
    Wisdom
    Acrobatics 4+#
    On any check, discard to bless.
    After the roll, you may flip 1 non-d4 die upside-down and take the new result.
    Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
    Cards Not In the Box Card 2:
    The Rabbit Prince
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Keys
    Veteran
    When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
    To Acquire:
    Dexterity
    Melee 4+#
    On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
    Discard to explore.
    Cards Not In the Box Card 3:
    The Tangled Briar
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Shields
    Veteran
    When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
    To Acquire:
    Constitution
    Survival 4+#
    On any check, discard to bless.
    Discard to remove a scourge from a character or a location.
    Discard to explore.
    Cards Not In the Box Card 4:
    The Theater
    CotCT
    Blessing 1
    Traits:
    Harrow
    Suit: Crowns
    Veteran
    When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
    To Acquire:
    Charisma
    Divine 4+#
    On any check, discard to bless, and non-blessing Harrow boons may be freely played.
    Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.


  • TColMaster Seoni Deck Handler
    Seoni wrote:

    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!"

    "

    Deck, Discard, Buried:

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

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


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

    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

    The Waxworks #3 Card 1: Ash Giant:

    CotCT
    Monster 4
    Traits:
    Giant
    To Defeat:
    Combat 22
    Immune to Poison.
    Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.

    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.

    The Waxworks #3 Card 2: Good Omen:

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

    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.

    The Waxworks #3 Card 3: Henchman Proxy A5/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.

    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.

    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.

    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.

    Hakon wrote:

    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!"

    "

    Deck, Discard, Buried:

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

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

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

    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.


    Tiefling Rogue (Tier 5.3) | Radovan Deck Handler

    On Talitha's turn: reduce 1 Fire dmg to 0.

    On Hakon's turn: reload Deadeye Pistol; heal Rodrick; move to Lab.

    Radovan wrote:

    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.

    Deck, Discard, Buried:

    Reloaded:
    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: The Joke,
    Buried Pile: Alaeron, Grogul, The Uprising, The Waxworks Q1, The Theater,

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

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

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


  • TColMaster Seoni Deck Handler

    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


    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!”


    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:

  • Each character chooses a type of boon, and searches the vault for a lvl # boon of that type
  • Bonus deck upgrade
  • 1 XP, 1 Hero Point

    Adventure Reward:

  • TBD Depends on how many tables finish

    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!


  • Adventure Reward:

  • Each player may choose one of their ACS characters. At the start of each scenario, after drawing starting hands, that character may discard a new Harrow blessing.

    Additional Adventure Reward: from the Real Rabbit King ending

  • Each player may choose one of their ACS characters and add the promo card The Real Rabbit Prince to that character's deck box.

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