[Gameday IX][PACS] 6-99 Tyrant of the Harrow (Inactive)

Game Master skizzerz


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More details will be forthcoming as the event approaches. If you are playing in this table, please dot in.

Liberty's Edge

Grazzle signing in


Tyrant of the Harrow

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

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

“The Twin. Normally ambiguous, a card of a dual nature, it appears to sit on the side of darkness now, suggesting a dark event from the past.

“The Tangled Briar. Partially aligned. History appears to be growing back to strangle the present.

“The Tyrant. Aligned.” She pauses here. “Self-explanatory.” It’s clear what she’s referring to. After all, the memory of the Whispering Tyrant, the lich who created the Gravelands with his evil magic and armies of undead, is still painfully fresh. It was barely over a year ago that heroes foiled his plans. She looks up at the gathered Pathfinders, who had grown silent as the reading progressed. In the back, whispers of an ill omen begin to rise.

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

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


6-99A: The Theater

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

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

All of their eerily identical eyes are focused on you.

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

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

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


Cross posting link

During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
Other rules that are a surprise :)

Danger: Wax Construct
Villain: None
Closing Henchmen: Wax Constructs - Proxy A
Wax Construct:

Scourges:

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

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

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

The Concordance

Deck handler link

Raheli - Start
- 10-00A: The Serpent's Fang

Cohort
= Snapping Turtle

Card Upgrade
= N/a

Loot swaps
= N/a

Starting location
- Pits

Starting Hand
"

Raheli wrote:

Hand: Fire Barrage, Staff of Curses (AD4), Staff of Minor Healing (AD3), Evocation Staff (AD5), Blessing of Nethys, Blessing of the Seventh Veil,

Displayed: Snapping Turtle,
Deck: 15 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Staff of curses available
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Flying (AD3), Samisen of Oracular Vision (AD5), Staff of Life (AD5), Byzantine Lexicon (AD2), Good Omen (Core), Steal Soul, Cleric of Nethys, Blessing of the Savored Sting (AD4), Ice Chemist, Life Leech, Blessing of the Savored Sting, Augury, Varisian Illusionist, Magnetic Grimoire (AD4), Channel the Gift
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. ([X] Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Nok-Nok's Deck Handler

Start at Office

Nok-Nok wrote:

Hand: Flaming Scimitar +1, Blessing of Zon-Kuthon, Blessing of Maat, Evangelist, Mighty Steed, Blessing of the Midnight Lord, Blessing of Achaekek,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Hero Points: 6
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
-Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d4 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, Weapons
Powers:
On your check against a monster (☑ or a barrier), add 1 plus the number of barriers (☑ and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (☐ 1d6).
On your check against a weapon or an item (☑ or a check that is not a check to acquire or defeat), add (☑ 1d4 plus) the number of monsters in your location’s deck list.
You may recharge up to 2 (☐ 4) cards you would discard as damage. (☐If you do, you may draw a card.)
☐When you would fail a check against a bane, you may add 1d8 (☐ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
☐ When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Start at Theatre

Rivani wrote:

Hand: Mindblade, Javelin of Lightning, Ring of Psychic Mastery, Life Drain, Fiery Glare, Gem of Mental Acuity,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [X]+2 [X]+3 [X]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [X]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving (or after you move), you may examine the top card of your location deck, then you may shuffle the deck.


During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
Other rules that are a surprise :)

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

Wax Construct:
Card text will be posted here once this card is encountered for the first time.

Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Landshark
CotCT Monster 4
Traits: Aberration Trigger
To Defeat: Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.

Monster 2

Spoiler:
Corpse Lotus
CotCT Monster 5
Traits: Plant Veteran
To Defeat: Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.

Monster 3

Spoiler:
Kazavon's Iron Golem
CotCT Monster 5
Traits: Construct Golem Veteran
To Defeat: Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.

Monster 4

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

Monster 5

Spoiler:
Baykok
CotCT Monster 5
Traits: Trigger Undead
To Defeat: Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

Random Barriers:

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

Barrier 2

Spoiler:
Soultrapping Gem
CotCT Barrier 6
Traits: Magic Trap
To Defeat: None
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.

Barrier 3

Spoiler:
Obsession of Servitude
CotCT Barrier 5
Traits: Curse Task
To Defeat: Intelligence Perception 13 OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Barrier 4

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.

Barrier 5

Spoiler:
Friendly Game of Sredna
CotCT Barrier 4
Traits: Respect Task
To Defeat: Strength 7 OR Constitution Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

Random Weapons:

Weapon 1
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.

Weapon 2

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

Weapon 3

Spoiler:
Serithtial
CotCT Weapon 6
Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword
To Acquire: Strength Acrobatics Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.

Weapon 4

Spoiler:
Banudor
CotCT Weapon 5
Traits: Bludgeoning Fire Hammer Magic Melee
To Acquire: Strength Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.

Weapon 5

Spoiler:
Ukwar Axe
CotCT Weapon 6
Traits: Axe Loot Magic Melee Slashing
To Acquire: Strength Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

Random Spells:

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

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

Spell 2

Spoiler:
Dominate
CotCT Spell 6
Traits: Arcane Attack Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.

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

Spell 3

Spoiler:
Shapechange
CotCT Spell 6
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.

Spell 4

Spoiler:
Boneshatter
CotCT Spell 6
Traits: Arcane Attack Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.

Spell 5

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.


Random Armor:

Armor 1
Spoiler:
Kazavon's Shield
CotCT Armor 6
Traits: Loot Magic Offhand Shield
To Acquire: Constitution Divine Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 2

Spoiler:
Greater Bolstering Armor
CotCT Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 3

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.

Armor 4

Spoiler:
Stone-shard Breastplate
CotCT Armor 5
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

Armor 5

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

Random Items:

Item 1
Spoiler:
Ring of Energy Resistance
CotCT Item 6
Traits: Accessory Magic
To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9
When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4.

Item 2

Spoiler:
Red War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 3

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

Item 4

Spoiler:
Whisper of the First Lie
CotCT Item 5
Traits: Accessory Magic
To Acquire: Charisma Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

Item 5

Spoiler:
Harrow Deck
CotCT Item 1
Traits: Gambling Harrow Magic Mental Tool
To Acquire: Wisdom Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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


Random Allies:

Ally 1
Spoiler:
Wolverine
CotCT Ally 3
Traits: Animal Veteran
To Acquire: Wisdom Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

Ally 2

Spoiler:
Toff Ornelos
CotCT Ally 6
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

Ally 3

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

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

Ally 4

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

Ally 5

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.


Random Blessings:

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

Blessing 2

Spoiler:
The Eclipse
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# Suit: Stars
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Blessing 3

Spoiler:
The Carnival
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# Suit: Stars
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.

Blessing 4

Spoiler:
The Rabbit Prince
CotCT Blessing 1
Traits: Harrow 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+# Suit: Keys
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.

Blessing 5

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

Turn: 1 Nok-Nok/Shnik
Hour Power: When a local character fails to acquire a boon, you may bury a card to encounter it.

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

Cards Remaining in Hourglass: 23

Hourglass:

Turn 2 Raheli/Matsu Kurisu

Spoiler:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# Suit: Crowns
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.

Turn 3 Rivani/Greenclaw

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

Turn 4 Nok-Nok/Shnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# Suit: Shields
On a local check, bury to bless twice.
Discard to explore.

Turn 5 Raheli/Matsu Kurisu

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow 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+# Suit: Hammers
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.

Turn 6 Rivani/Greenclaw

Spoiler:
The Uprising
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# Suit: Hammers
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.

Turn 7 Nok-Nok/Shnik

Spoiler:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# Suit: Hammers
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow 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+# Suit: Hammers
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.

Turn 9 Rivani/Greenclaw

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow 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+# Suit: Shields
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.

Turn 10 Nok-Nok/Shnik

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

Turn 11 Raheli/Matsu Kurisu

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

Turn 12 Rivani/Greenclaw

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow 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+# Suit: Books
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Turn 13 Nok-Nok/Shnik

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

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow 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+# Suit: Keys
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# Suit: Keys
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 16 Nok-Nok/Shnik

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# Suit: Stars
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.

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire: Wisdom Divine 4+# Suit: Stars
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# Suit: Shields
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow 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+# Suit: Hammers
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: When you acquire a boon, bury it. To Acquire: Charisma Diplomacy 4+# Suit: Crowns
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 21 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow 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+# Suit: Shields
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow 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+# Suit: Shields
On any Constitution check, discard to bless twice.
Discard to explore.

Turn 23 Raheli/Matsu Kurisu

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

Turn 24 Rivani/Greenclaw

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow 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+# Suit: Shields
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

Pits
Traits: Underground Wild
At This Location (Open): When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu

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

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

Pits Card 2:
Poison Gas
Core Barrier 1
Traits: Poison Trap Veteran
To Defeat: Craft Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 3:
The Big Sky
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+# Suit: Hammers
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 4:
Blackjack's Gear
CotCT Item 4
Traits: Blackjack Clothing Loot Magic
To Acquire: Dexterity Disable 10 OR Wisdom Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 5:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 6:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 7:
Venster Arabasti
CotCT Ally 6
Traits: Ghost Undead
To Acquire: Charisma Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 8:
Henchman Proxy A2
Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

The Theater
Traits: Urban
At This Location (Open): When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Rivani/Greenclaw

The Theater Card 1:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 2:
Commander's Falchion
CotCT Weapon 6
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Charisma Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
The Theater Card 3:
Warning Bells
CotCT Barrier 5
Traits: Curse Trigger
To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Adventure: 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.
The Theater Card 4:
Troll
Core Monster 2
Traits: Troll Veteran
To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 5:
The Vision
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. To Acquire: Intelligence Arcane 4+# Suit: Books
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Theater Card 6:
The Real Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# Suit: Keys
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Theater Card 7:
Dread Helm
CotCT Armor 5
Traits: Heavy Armor Helm Magic
To Acquire: Constitution Divine Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Adventure: 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.
The Theater Card 8:
Hippogriff
CotCT Ally 6
Traits: Animal Mount
To Acquire: Wisdom Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
Adventure: 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.

Office
Traits: Urban
At This Location (Open): When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik

Office Card 1:
Eternal Glyphs
CotCT Barrier 4
Traits: Magic Trap
To Defeat: Intelligence Knowledge 13 OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 2:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 3:
Shocking Sawtooth Saber
CotCT Weapon 6
Traits: Electricity Finesse Magic Melee Red Mantis Slashing Sword
To Acquire: Strength Acrobatics Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 4:
Lyrune-quah Moon Maiden
CotCT Ally 5
Traits: Barbarian Human Loot Respect
To Acquire: Charisma Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude 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 combat and Fortitude checks, add 3.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 5:
Cursed Statue
CotCT Barrier 5
Traits: Curse Trigger
To Defeat: Wisdom Disable Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 6:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# Suit: Stars
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 7:
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.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 8:
Scabbard of Keen Edges
CotCT Item 5
Traits: Accessory Magic
To Acquire: Intelligence Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.


Nok-Nok's Deck Handler

Let's start this!

Turn 1, The Wanderer
Hour: When a local character fails to acquire a boon, you may bury a card to encounter it.

Stay at Office

Explore Office #1 => Eternal Glyphs

Discard Blessing of the Midnight Lord, reveal Evangelist

Disable 12: 3d10 + 8 ⇒ (5, 5, 4) + 8 = 22 => defeated

End turn

Office card 1 explored

Nok-Nok wrote:

Hand: Flaming Scimitar +1, Blessing of Zon-Kuthon, Blessing of Maat, Evangelist, Mighty Steed, Fortune-Teller, Blessing of Achaekek,

Displayed:
Deck: 13 Discard: 1 Buried: 0
"Hero Points: 6
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
-Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d4 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, Weapons
Powers:
On your check against a monster (☑ or a barrier), add 1 plus the number of barriers (☑ and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (☐ 1d6).
On your check against a weapon or an item (☑ or a check that is not a check to acquire or defeat), add (☑ 1d4 plus) the number of monsters in your location’s deck list.
You may recharge up to 2 (☐ 4) cards you would discard as damage. (☐If you do, you may draw a card.)
☐When you would fail a check against a bane, you may add 1d8 (☐ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
☐ When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
Other rules that are a surprise :)

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

Wax Construct:
Card text will be posted when this card is first encountered.

Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Scarlet Walker
CotCT Monster 6
Traits: Outsider Sorcerer
To Defeat: Combat 27 OR Arcane Divine 14
Immune to Acid, Cold, and Poison.
Resistant to Attack.
Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards.

Monster 2

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

Monster 3

Spoiler:
Toad Demon
CotCT Monster 6
Traits: Demon Outsider
To Defeat: Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

Monster 4

Spoiler:
Traitor
CotCT Monster 1
Traits: Human Spy Veteran
To Defeat: Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.

Monster 5

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

Random Barriers:

Barrier 1
Spoiler:
Forbiddance
CotCT Barrier 5
Traits: Curse Trap
To Defeat: Wisdom 13 OR Arcane Divine 15
If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When you would explore, move to a random other location and explore it instead.
* When this location is closed, banish this barrier.

Barrier 2

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

Barrier 3

Spoiler:
Crematory Blast
CotCT Barrier 5
Traits: Fire Trap
To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.

Barrier 4

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

Barrier 5

Spoiler:
False Heroes
CotCT Barrier 6
Traits: Skirmish
To Defeat: None
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

Random Weapons:

Weapon 1
Spoiler:
Speed Battleaxe
CotCT Weapon 5
Traits: Axe Magic Melee Slashing
To Acquire: Strength Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.

Weapon 2

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.

Weapon 3

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

Weapon 4

Spoiler:
Serithtial
CotCT Weapon 6
Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword
To Acquire: Strength Acrobatics Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.

Weapon 5

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+#.

Random Spells:

Spell 1
Spoiler:
Enhance
Core Spell 0
Traits: Arcane Divine Magic Veteran
To Acquire: Intelligence Wisdom Arcane Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 2

Spoiler:
Breath of Life
CotCT Spell 5
Traits: Divine Magic
To Acquire: Wisdom Divine 13
Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset.

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

Spell 3

Spoiler:
Scrying
CotCT Spell 5
Traits: Arcane Magic
To Acquire: Intelligence Arcane 14 OR Wisdom Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

Spell 4

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.

Spell 5

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

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


Random Armor:

Armor 1
Spoiler:
Hellknight Plate
CotCT Armor 6
Traits: Heavy Armor Magic
To Acquire: Constitution Diplomacy Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* 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.
* On your combat or Diplomacy check, you may discard to add 1d10.

Armor 2

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

Armor 3

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.

Armor 4

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

Armor 5

Spoiler:
Kazavon's Shield
CotCT Armor 6
Traits: Loot Magic Offhand Shield
To Acquire: Constitution Divine Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Random Items:

Item 1
Spoiler:
Blue War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 2

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

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

Item 3

Spoiler:
Fuse Grenade
CotCT Item 6
Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged
To Acquire: Intelligence Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.

Item 4

Spoiler:
Silver War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 5

Spoiler:
Bottled Lightning
CotCT Item 4
Traits: Alchemical Attack Electricity Liquid Ranged
To Acquire: Intelligence Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.


Random Allies:

Ally 1
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.

Ally 2

Spoiler:
Pegg and Louie
CotCT Ally 5
Traits: Ghost Undead
To Acquire: Wisdom Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

Ally 3

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.

Ally 4

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

Ally 5

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

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


Random Blessings:

Blessing 1
Spoiler:
The Mountain Man
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Blessing 2

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

Blessing 3

Spoiler:
The Carnival
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 4

Spoiler:
The Juggler
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Blessing 5

Spoiler:
The Inquisitor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: You may not use powers to reroll dice.
To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Turn: 2 Raheli/Matsu Kurisu
Hour Power: On your check, the first item or ally played is played freely.

Hour: The Twin:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire: Charisma Stealth 4+# Suit: Crowns
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.

Cards Remaining in Hourglass: 22

Hourglass:

Turn 3 Rivani/Greenclaw

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

Turn 4 Nok-Nok/Shnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: Ignore cards' before acting powers.
To Acquire: Constitution Divine 4+#
On a local check, bury to bless twice.
Discard to explore.

Turn 5 Raheli/Matsu Kurisu

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 6 Rivani/Greenclaw

Spoiler:
The Uprising
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 7 Nok-Nok/Shnik

Spoiler:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 9 Rivani/Greenclaw

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 10 Nok-Nok/Shnik

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

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Fiend
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 13 Nok-Nok/Shnik

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

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 16 Nok-Nok/Shnik

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you acquire a boon, bury it.
To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 21 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 23 Raheli/Matsu Kurisu

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

Turn 24 Rivani/Greenclaw

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Pits
Traits: Underground Wild
At This Location (Open): When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu

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

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

Pits Card 2:
Poison Gas
Core Barrier 1
Traits: Poison Trap Veteran
To Defeat: Craft Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 3:
The Big Sky
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire: Strength Stealth 4+# Suit: Hammers
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 4:
Blackjack's Gear
CotCT Item 4
Traits: Blackjack Clothing Loot Magic
To Acquire: Dexterity Disable 10 OR Wisdom Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 5:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 6:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 7:
Venster Arabasti
CotCT Ally 6
Traits: Ghost Undead
To Acquire: Charisma Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 8:
Henchman Proxy A2
Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

The Theater
Traits: Urban
At This Location (Open): When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Rivani/Greenclaw

The Theater Card 1:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 2:
Commander's Falchion
CotCT Weapon 6
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Charisma Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
The Theater Card 3:
Warning Bells
CotCT Barrier 5
Traits: Curse Trigger
To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15
When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed.
If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location.
Adventure: 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.
The Theater Card 4:
Troll
Core Monster 2
Traits: Troll Veteran
To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 5:
The Vision
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire: Intelligence Arcane 4+# Suit: Books
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Theater Card 6:
The Real Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, draw this card.
To Acquire: Dexterity Melee 6+# Suit: Keys
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Theater Card 7:
Dread Helm
CotCT Armor 5
Traits: Heavy Armor Helm Magic
To Acquire: Constitution Divine Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Adventure: 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.
The Theater Card 8:
Hippogriff
CotCT Ally 6
Traits: Animal Mount
To Acquire: Wisdom Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.
Adventure: 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.

Office
Traits: Urban
At This Location (Open): When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik

Office Card 1:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 2:
Shocking Sawtooth Saber
CotCT Weapon 6
Traits: Electricity Finesse Magic Melee Red Mantis Slashing Sword
To Acquire: Strength Acrobatics Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 3:
Lyrune-quah Moon Maiden
CotCT Ally 5
Traits: Barbarian Human Loot Respect
To Acquire: Charisma Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude 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 combat and Fortitude checks, add 3.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 4:
Cursed Statue
CotCT Barrier 5
Traits: Curse Trigger
To Defeat: Wisdom Disable Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 5:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: When you would discard an ally, recharge it instead.
To Acquire: Wisdom Diplomacy 4+# Suit: Stars
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 6:
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.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Office Card 7:
Scabbard of Keen Edges
CotCT Item 5
Traits: Accessory Magic
To Acquire: Intelligence Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.
Adventure: 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.
Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.

The Concordance

Deck handler link

Turn Order
Nok-Nok, Raheli, Rivani

Out of turn updates

Hour = 2 Raheli: The Twin
Hour Power On your check, the first item or ally played is played freely.

Start of Turn
At: Pits
Give: No
Move: No

At This Location:When you fail a check to acquire or defeat, suffer 1 Combat damage.

Free explore = 1: Minor Harrowing, Spell 1: Arcane 7

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

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.


Arcane 1d8+2+2, Raheli.Shuffle item(Staff of Minor Healing (AD3)) +1d4+3
Arcane 7: 1d8 + 2 + 2 + 1d4 + 3 ⇒ (3) + 2 + 2 + (2) + 3 = 12 - Acquired

Bury Blessing of Nethys, examine 2, rearrange and explore =
Pits Card 2: Poison Gas, Barrier 1
Pits Card 3: The Big Sky, Blessing 1

2: Poison Gas, Barrier 1: Disable 12(6+6)

Spoiler:
Traits: Poison Trap Veteran
To Defeat: Craft Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

Disable 1d10+4+2, Raheli.Shuffle item(Evocation Staff (AD5)) +1d4+5
Disable 12: 1d10 + 4 + 2 + 1d4 + 5 ⇒ (3) + 4 + 2 + (2) + 5 = 16

End of Turn

Recovery

Reset
Discard
Draw up Staff of Minor Healing (AD3), Augury

Summary
Location =
Acquired = 1: Minor Harrowing
Banished = 2: Poison Gas
Displayed =
Examined = 3: The Big Sky

Location =
Banished =
Examined =

Added =

From Box =

Displayed =
Give =
Used =
Other =

"

Raheli wrote:

Hand: Fire Barrage, ac Minor Harrowing, Staff of Curses (AD4), Blessing of the Seventh Veil, Staff of Minor Healing (AD3), Augury,

Displayed: Snapping Turtle,
Deck: 15 Discard: 0 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Staff of curses available
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Savored Sting (AD4), Ice Chemist, Varisian Illusionist, Blessing of the Savored Sting, Good Omen (Core), Evocation Staff (AD5), Wand of Flying (AD3), Magnetic Grimoire (AD4), Cleric of Nethys, Samisen of Oracular Vision (AD5), Life Leech, Channel the Gift, Steal Soul, Staff of Life (AD5), Byzantine Lexicon (AD2)
Recharged:
Discard Pile:
Buried Pile: Blessing of Nethys,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. ([X] Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

It is hour of the Hidden Truth
Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.
Move Step: Examine top card of location.

Henchman Proxy A3:

Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #

Pausing to wait for henchman text to be posted.


Its the wax construct in the BR post.
Also Raheli can reduce the DC by 1d4+4 if you want by using Staff of Curses.
Feel free to Bot that


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.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Thanks Matsu! I'll take you up on the Staff of Curses.
Reduce DC: 1d4 + 4 ⇒ (2) + 4 = 6
Recharge Life Drain to use Knowledge skill instead of Disable.
Reveal Ring of Psychic Master to add 3 to the check.
Knowledge 6: 1d12 + 6 + 3 ⇒ (2) + 6 + 3 = 11
AYA Discard Javelin of Lightning.

Attempt to close.
Recharge Fiery Glare to use Knowledge instead of Acrobatics. Reveal Ring of Psychic Mastery to add 3 to the check.
Knowledge 11: 1d12 + 6 + 3 ⇒ (5) + 6 + 3 = 14

Rivani starts the search in the Theatre and immediately encounters one of the constructs. Psychically reaching out with her mind, she identifies its weakness. With the help of Matsu's powerful staff, she is able to dismantle the beast and declare the theatre clear...at least for now!

End Turn. Reset Hand.

Rivani wrote:

Hand: Mindblade, Ghost Whip, Ring of Psychic Mastery, Deathgrip, Blessing of Abraxas, Gem of Mental Acuity,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [X]+2 [X]+3 [X]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [X]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving (or after you move), you may examine the top card of your location deck, then you may shuffle the deck.


Staff of Curses only works on Combat checks. Would you have done something differently?


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

I think easiest is to avoid using the Staff. Check would be against DC12. I'll use a shirt reroll to reroll the 2.
Knowledge 12: 1d12 + 6 + 3 ⇒ (12) + 6 + 3 = 21


Nok-Nok's Deck Handler

Turn 4, The Trumpet
Hour: Ignore cards' before acting powers.

Stay at Office

Reveal Fortune-Teller, Boon, examine Office #1 => Henchman Proxy A1 (Wax Construct)

Explore Office #1 => Henchman Proxy A1 (Wax Construct)

Reveal Evangelist

Disable 12: 1d10 + 7 ⇒ (4) + 7 = 11 => failed

Bury Blessing of Maat to add 3 => 14 => defeated

AA, discard Mighty Steed

Closing time, bury Blessing of Zon-Kuthon, reveal Evangelist

Fortitude 11: 3d10 + 1d4 + 5 ⇒ (2, 9, 5) + (4) + 5 = 25 => passed

Office closed!

WPC, don't recharge any cards

Move to Pits

End turn

Office closed

Nok-Nok wrote:

Hand: Flaming Scimitar +1, Mogmurch, Armor of Skulls, Evangelist, Thieves' Tools_C, Fortune-Teller, Blessing of Achaekek,

Displayed:
Deck: 10 Discard: 2 Buried: 2
"Hero Points: 6
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed, Mogmurch for 2d6 to any check
Movement: If closed:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
-Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d4 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, Weapons
Powers:
On your check against a monster (☑ or a barrier), add 1 plus the number of barriers (☑ and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (☐ 1d6).
On your check against a weapon or an item (☑ or a check that is not a check to acquire or defeat), add (☑ 1d4 plus) the number of monsters in your location’s deck list.
You may recharge up to 2 (☐ 4) cards you would discard as damage. (☐If you do, you may draw a card.)
☐When you would fail a check against a bane, you may add 1d8 (☐ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
☐ When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


I assumed that Rivani moved to the newly-built Theater after closing the first one. I also realized that the location power for The Theater was ignored on the Wax Construct fight, but the result of 21 beat 18 (the check's actual difficulty) so no need to retcon anything.

During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
Other rules that are a surprise :)

Story Banes:

Danger: Wax Construct
Villain: None
Closing Henchmen: Wax Constructs - Proxy A

Wax Construct

Spoiler:
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.

Acquired Cards:

1x Spell 1

Minor Harrowing (Spell 1)

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

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


Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Guardian Zombie
CotCT Monster 2
Traits: Undead Zombie Veteran
To Defeat: Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.

Monster 2

Spoiler:
Azer
Core Monster 1
Traits: Elemental Fire Outsider Veteran
To Defeat: Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.

Monster 3

Spoiler:
Mobogo
CotCT Monster 6
Traits: Aberration
To Defeat: Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.

Monster 4

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

Monster 5

Spoiler:
Immortal Ichor
CotCT Monster 6
Traits: Ooze
To Defeat: Combat 23
Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold.
Before acting, each local character suffers Combat damage equal to the number of allies in their hand.
If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions.

Random Barriers:

Barrier 1
Spoiler:
Crematory Blast
CotCT Barrier 5
Traits: Fire Trap
To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12
When you would encounter this barrier, another local character may encounter it instead.
If undefeated, each local character suffers 1d6 Fire damage.

Barrier 2

Spoiler:
Eternal Glyphs
CotCT Barrier 4
Traits: Magic Trap
To Defeat: Intelligence Knowledge 13 OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.

Barrier 3

Spoiler:
False Heroes
CotCT Barrier 6
Traits: Skirmish
To Defeat: None
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

Barrier 4

Spoiler:
Curse of the Worm
CotCT Barrier 5
Traits: Curse Task
To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Barrier 5

Spoiler:
Palace Patrols
CotCT Barrier 6
Traits: Skirmish
To Defeat: None
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

Random Weapons:

Weapon 1
Spoiler:
Fury's Trident
CotCT Weapon 6
Traits: Fire Magic Melee Ranged Spear
To Acquire: Strength Melee Ranged Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.

Weapon 2

Spoiler:
Limning Starknife
CotCT Weapon 4
Traits: Finesse Knife Magic Melee Piercing Ranged Respect
To Acquire: Strength Dexterity Acrobatics Melee Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.

Weapon 3

Spoiler:
Commander's Falchion
CotCT Weapon 6
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Charisma Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 4

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

Weapon 5

Spoiler:
Deathbane Throwing Axe
CotCT Weapon 5
Traits: Axe Magic Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.

Random Spells:

Spell 1
Spoiler:
Enhance
Core Spell 0
Traits: Arcane Divine Magic Veteran
To Acquire: Intelligence Wisdom Arcane Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 2

Spoiler:
Disintegrate
CotCT Spell 5
Traits: Arcane Magic
To Acquire: Intelligence Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.

Spell 3

Spoiler:
Quickened Ray
CotCT Spell 5
Traits: Arcane Attack Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Spell 4

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.

Spell 5

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.


Random Armor:

Armor 1
Spoiler:
Mantle of Life
CotCT Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Divine Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Armor 2

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

Armor 3

Spoiler:
Mantle of Faith
CotCT Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Divine Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.

Armor 4

Spoiler:
Hellknight Plate
CotCT Armor 6
Traits: Heavy Armor Magic
To Acquire: Constitution Diplomacy Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* 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.
* On your combat or Diplomacy check, you may discard to add 1d10.

Armor 5

Spoiler:
Stone-shard Breastplate
CotCT Armor 5
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude Survival 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die.

Random Items:

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

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

Item 2

Spoiler:
Silver War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 3

Spoiler:
Red War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 4

Spoiler:
Staff of Greater Healing
CotCT Item 6
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

Item 5

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

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


Random Allies:

Ally 1
Spoiler:
Lyrune-quah Moon Maiden
CotCT Ally 5
Traits: Barbarian Human Loot Respect
To Acquire: Charisma Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude 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 combat and Fortitude checks, add 3.

Ally 2

Spoiler:
Pegg and Louie
CotCT Ally 5
Traits: Ghost Undead
To Acquire: Wisdom Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

Ally 3

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

Ally 4

Spoiler:
Zellara
CotCT Ally 5
Traits: Ghost Harrow Medium Undead
To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0
Display. While displayed:
* Harrow boons may be recharged instead of discarded.
* You may ignore powers that happen when you examine cards.
* At the end of the turn, bury.
Bury to explore; you may recharge a Harrow boon to reload instead.

Ally 5

Spoiler:
Wolverine
CotCT Ally 3
Traits: Animal Veteran
To Acquire: Wisdom Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

Random Blessings:

Blessing 1
Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Blessing 2

Spoiler:
The Juggler
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Blessing 3

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 4

Spoiler:
The Eclipse
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire: Wisdom Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Blessing 5

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

Turn: 5 Raheli/Matsu Kurisu
Hour Power: When you would discard or bury an armor you play, you may recharge it instead.

Hour: The Keep:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Cards Remaining in Hourglass: 19

Hourglass:

Turn 6 Rivani/Greenclaw

Spoiler:
The Uprising
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 7 Nok-Nok/Shnik

Spoiler:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 9 Rivani/Greenclaw

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 10 Nok-Nok/Shnik

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

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Fiend
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 13 Nok-Nok/Shnik

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

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 16 Nok-Nok/Shnik

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you acquire a boon, bury it.
To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 21 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 23 Raheli/Matsu Kurisu

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

Turn 24 Rivani/Greenclaw

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Pits
Traits: Underground Wild
At This Location (Open): When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik, Raheli/Matsu Kurisu

Pits Card 1 (The Big Sky):
The Big Sky
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire: Strength Stealth 4+# Suit: Hammers
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 2:
Blackjack's Gear
CotCT Item 4
Traits: Blackjack Clothing Loot Magic
To Acquire: Dexterity Disable 10 OR Wisdom Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 3:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 4:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 5:
Venster Arabasti
CotCT Ally 6
Traits: Ghost Undead
To Acquire: Charisma Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 6:
Henchman Proxy A2
Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

The Theater
Traits: Urban
At This Location (Open): When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Rivani/Greenclaw

The Theater Card 1:
Soultrapping Gem
CotCT Barrier 6
Traits: Magic Trap
To Defeat: None
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.
Adventure: 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.
The Theater Card 2:
Bearskin Armor
CotCT Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Adventure: 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.
The Theater Card 3:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 4:
Ogre
Core Monster 0
Traits: Giant Ogre Veteran
To Defeat: Combat 12+##
Before acting, each local character suffers 1 Combat damage.
When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 5:
Hippogriff Fledgling
CotCT Ally 4
Traits: Animal Mount
To Acquire: Wisdom Survival 11
If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait.
Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter.
Adventure: 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.
The Theater Card 6:
The Dance
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.
Adventure: 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.
The Theater Card 7:
Speed Battleaxe
CotCT Weapon 5
Traits: Axe Magic Melee Slashing
To Acquire: Strength Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.

The Concordance

Deck handler link

Turn Order
Nok-Nok, Raheli, Rivani

Out of turn updates

Hour = 5 Raheli: The Keep
Hour Power When you would discard or bury an armor you play, you may recharge it instead.

Start of Turn
At: Pits
Give: No
Move: The Theater

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

Recovery Augury(Monster)
1: Soultrapping Gem, Barrier 6 - Shuffle
2: Bearskin Armor, Armor 4 - Shuffle
3: Henchman Proxy A3, Monster - ON TOP

Free explore = 3: Henchman Proxy A3, Henchman 0
Wax Construct, Story Bane: Combat 23(11+6+6)

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

Location: Not summoning Monster +6DC
Reveal Staff of Curses (AD4), discard (ac Minor Harrowing) Reduce DC: 1d4 + 4 ⇒ (1) + 4 = 5
Recovery Fire Barrage (Fire) 3d6+12, Vulnerable Fire +4, Raheli shuffle (Staff of Minor Healing (AD3)) +1d4+3
Combat 24(23+6-5): 3d6 + 12 + 4 + 1d4 + 3 ⇒ (4, 5, 4) + 12 + 4 + (1) + 3 = 33 - Banished

The Theater.When Closing: succeed Charisma 11(5+6)
Charisma 1d6, discard Blessing of the Seventh Veil +2d6
Charisma 11(5+6): 1d6 + 2d6 ⇒ (6) + (6, 6) = 18 - CLOSED

End of Turn

Recovery
Augury: Arcane 8: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6 -> Augury discarded.
Fire Barrage: Arcane 14: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6 -> Fire Barrage discarded.

Reset
Discard
Draw up Life Leech, Blessing of the Savored Sting, Blessing of the Savored Sting (AD4), Magnetic Grimoire (AD4), Varisian Illusionist

Start of Nok-Nok turn
Recharge Magnetic Grimoire (AD4) to draw(Fire Barrage)

Summary
Location = The Theater - CLOSED
Acquired =
Banished = 3: Henchman Proxy A3,
Displayed =
Examined =

Location =
Banished =
Examined =

Added =

From Box =

Displayed =
Give =
Used =
Other =

"

Raheli wrote:

Hand: Staff of Curses (AD4), Life Leech, Blessing of the Savored Sting, Blessing of the Savored Sting (AD4), Fire Barrage, Varisian Illusionist,

Displayed: Snapping Turtle,
Deck: 12 Discard: 3 Buried: 1
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Staff of curses available
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Staff of Life (AD5), Good Omen (Core), Channel the Gift, Samisen of Oracular Vision (AD5), Byzantine Lexicon (AD2), Steal Soul, Evocation Staff (AD5), Ice Chemist, Cleric of Nethys, Wand of Flying (AD3)
Recharged: Staff of Minor Healing (AD3), Magnetic Grimoire (AD4),
Discard Pile: ac Minor Harrowing, Blessing of the Seventh Veil, Augury,
Buried Pile: Blessing of Nethys,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. ([X] Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Rivani will move to the new Theater upon the close. Assume we need to wait for the new location before I can take her next turn.


Rivani may draw a card due to The Theater's When Closed power.

During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
Other rules that are a surprise :)

Story Banes:

Danger: Wax Construct
Villain: None
Closing Henchmen: Wax Constructs - Proxy A

Wax Construct

Spoiler:
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.

Acquired Cards:

1x Spell 1

Minor Harrowing (Spell 1)

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

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


Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Warsworn
CotCT Monster 6
Traits: Undead
To Defeat: Combat 26
Immune to Mental and Poison.
Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards.
If undefeated, suffer the scourge Drained.

Monster 2

Spoiler:
Ancient Black Dragon
CotCT Monster 6
Traits: Acid Dragon
To Defeat: Combat 28 OR Diplomacy 18
Immune to Acid. All damage is Acid.
Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded.

Monster 3

Spoiler:
Banshee
CotCT Monster 5
Traits: Banshee Undead
To Defeat: Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.

Monster 4

Spoiler:
Corpse Lotus
CotCT Monster 5
Traits: Plant Veteran
To Defeat: Combat 22
Immune to Mental and Poison.
Resistant to Acid and Electricity.
If you are at a Wild location, the difficulty to defeat is increased by #.
If undefeated, each local character suffers the scourge Entangled.

Monster 5

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

Random Barriers:

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

Barrier 2

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.

Barrier 3

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

Barrier 4

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

Barrier 5

Spoiler:
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.

Random Weapons:

Weapon 1
Spoiler:
Keen Spiked Chain
CotCT Weapon 5
Traits: 2-Handed Chain Finesse Magic Melee Piercing
To Acquire: Strength Acrobatics Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 2

Spoiler:
Fury's Trident
CotCT Weapon 6
Traits: Fire Magic Melee Ranged Spear
To Acquire: Strength Melee Ranged Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.

Weapon 3

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

Weapon 4

Spoiler:
Banudor
CotCT Weapon 5
Traits: Bludgeoning Fire Hammer Magic Melee
To Acquire: Strength Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.

Weapon 5

Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 13
For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8.
If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6.

Random Spells:

Spell 1
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.

Spell 2

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

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

Spell 3

Spoiler:
Icy Prison
CotCT Spell 5
Traits: Arcane Attack Cold Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 12
For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0.

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

Spell 4

Spoiler:
Shapechange
CotCT Spell 6
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 13
At the start of your turn, choose 1. Until the start of the next turn:
* Your Strength, Dexterity, and Constitution skills are 1d12+2.
* Your hand size is 3.
* Your hand size is 7.
* Your hand size is 10.
* At the end of the scenario, banish; if proficient, discard instead.

Spell 5

Spoiler:
Disintegrate
CotCT Spell 5
Traits: Arcane Magic
To Acquire: Intelligence Arcane 14
For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster.
On a local check against a Lock or Obstacle barrier, banish to add 3d10.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 check to recharge it instead.


Random Armor:

Armor 1
Spoiler:
Angelic Armor
CotCT Armor 5
Traits: Heavy Armor Loot
To Acquire: Constitution Divine Fortitude 13
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 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Armor 2

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

Armor 3

Spoiler:
Kazavon's Shield
CotCT Armor 6
Traits: Loot Magic Offhand Shield
To Acquire: Constitution Divine Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 4

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.

Armor 5

Spoiler:
Mantle of Life
CotCT Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Divine Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Random Items:

Item 1
Spoiler:
Silver War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 2

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

Item 3

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

Item 4

Spoiler:
Staff of Greater Healing
CotCT Item 6
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 14
At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them.
Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters.

Item 5

Spoiler:
Bottled Lightning
CotCT Item 4
Traits: Alchemical Attack Electricity Liquid Ranged
To Acquire: Intelligence Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.


Random Allies:

Ally 1
Spoiler:
Formian Myrmidon
CotCT Ally 6
Traits: Aristocrat Formian
To Acquire: Intelligence Knowledge 15 OR Charisma Diplomacy 14
On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value.
Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore.

Ally 2

Spoiler:
Risibeth
CotCT Ally 5
Traits: Sayona Undead
To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Ally 3

Spoiler:
Fortune-teller
CotCT Ally 2
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.

Ally 4

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

Ally 5

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.

Random Blessings:

Blessing 1
Spoiler:
The Winged Serpent
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 2

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Blessing 3

Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Blessing 4

Spoiler:
The Inquisitor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: You may not use powers to reroll dice.
To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Blessing 5

Spoiler:
The Idiot
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire: Intelligence Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.

Turn: 6 Rivani/Greenclaw
Hour Power: Your non-combat check against a bane is blessed.

Hour: The Uprising:
The Uprising
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Cards Remaining in Hourglass: 18

Hourglass:

Turn 7 Nok-Nok/Shnik

Spoiler:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 9 Rivani/Greenclaw

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 10 Nok-Nok/Shnik

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

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Fiend
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 13 Nok-Nok/Shnik

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

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 16 Nok-Nok/Shnik

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you acquire a boon, bury it.
To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 21 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 23 Raheli/Matsu Kurisu

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

Turn 24 Rivani/Greenclaw

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Pits
Traits: Underground Wild
At This Location (Open): When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik

Pits Card 1 (The Big Sky):
The Big Sky
CotCT Blessing 1
Traits: Harrow Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire: Strength Stealth 4+# Suit: Hammers
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 2:
Blackjack's Gear
CotCT Item 4
Traits: Blackjack Clothing Loot Magic
To Acquire: Dexterity Disable 10 OR Wisdom Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 3:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 4:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 5:
Venster Arabasti
CotCT Ally 6
Traits: Ghost Undead
To Acquire: Charisma Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 6:
Henchman Proxy A2
Core Henchman 0
Type: Proxy
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

The Theater
Traits: Urban
At This Location (Open): When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu, Rivani/Greenclaw

The Theater Card 1:
Evoker
Core Monster 1
Traits: Halfling Wizard Veteran
To Defeat: Combat 10+## OR Intelligence Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 2:
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.
Adventure: 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.
The Theater Card 3:
The Waxworks
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire: Constitution Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Theater Card 4:
Dread Helm
CotCT Armor 5
Traits: Heavy Armor Helm Magic
To Acquire: Constitution Divine Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Adventure: 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.
The Theater Card 5:
Locked Door
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Adventure: 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.
The Theater Card 6:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 7:
Asyra
CotCT Ally 5
Traits: Arcane Eidolon Outsider
To Acquire: Arcane Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Adventure: 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.


The Second Act has begun!


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

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

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

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

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

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

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

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


Rivani may draw a card due to The Theater's When Closed power.

During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchen Wax Construct–Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
To win, corner and defeat the villain Balimar and Balio.

Story Banes:

Danger: Wax Construct
Villain: None
Closing Henchmen: Wax Constructs - Proxy A

Wax Construct

Spoiler:
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.

Acquired Cards:

1x Spell 1

Minor Harrowing (Spell 1)

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

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


Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Hordemaster
CotCT Monster 5
Traits: Undead
To Defeat: Combat 22
Immune to Mental and Poison.

Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

Monster 2

Spoiler:
Banshee
CotCT Monster 5
Traits: Banshee Undead
To Defeat: Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.

Monster 3

Spoiler:
Fury Devil
CotCT Monster 5
Traits: Devil Outsider
To Defeat: Combat 23
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened.
If undefeated, each local character suffers 1d4 Force damage.

Monster 4

Spoiler:
Emperor Scorpion
CotCT Monster 4
Traits: Trigger Vermin Veteran
To Defeat: Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.

Monster 5

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.

Random Barriers:

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

Barrier 2

Spoiler:
Haunt
Core Barrier 2
Traits: Task Trigger Undead Veteran
To Defeat: Charisma Diplomacy 8+# OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.

Barrier 3

Spoiler:
Exploding Runes
Core Barrier 2
Traits: Magic Trap Trigger Veteran
To Defeat: Arcane Divine 6+# OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Ashbringer
CotCT Weapon 6
Traits: 2-Handed Loot Magic Melee Scythe Slashing
To Acquire: Strength Melee 18
For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location.

Weapon 2

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+#.

Weapon 3

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

Weapon 4

Spoiler:
Commander's Falchion
CotCT Weapon 6
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Charisma Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 5

Spoiler:
Shocking Sawtooth Saber
CotCT Weapon 6
Traits: Electricity Finesse Magic Melee Red Mantis Slashing Sword
To Acquire: Strength Acrobatics Melee 16
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8.
If proficient, you may additionally discard to add another 1d8+6.

Random Spells:

Spell 1
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.

Spell 2

Spoiler:
Enhance
Core Spell 0
Traits: Arcane Divine Magic Veteran
To Acquire: Intelligence Wisdom Arcane Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Spell 3

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.

Spell 4

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

Spell 5

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

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


Random Armor:

Armor 1
Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4
Traits: Light Armor Respect
To Acquire:
ConstitutionFortitudeSurvival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival.

Armor 2

Spoiler:
Angelic Armor
CotCT Armor 5
Traits: Heavy Armor Loot
To Acquire: Constitution Divine Fortitude 13
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 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Armor 3

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.

Armor 4

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

Armor 5

Spoiler:
Mantle of Life
CotCT Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Divine Fortitude 13
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 3.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Random Items:

Item 1
Spoiler:
Whisper of the First Lie
CotCT Item 5
Traits: Accessory Magic
To Acquire: Charisma Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

Item 2

Spoiler:
Silver War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 3

Spoiler:
Harrow Deck
CotCT Item 1
Traits: Gambling Harrow Magic Mental Tool
To Acquire: Wisdom Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Item 4

Spoiler:
Third Eye
CotCT Item 6
Traits: Magic Object
To Acquire: Wisdom Arcane Divine Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.

Item 5

Spoiler:
Red War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Random Allies:

Ally 1
Spoiler:
Pegg and Louie
CotCT Ally 5
Traits: Ghost Undead
To Acquire: Wisdom Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

Ally 2

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

Ally 3

Spoiler:
Darb Tuttle
CotCT Ally 6
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.

Ally 4

Spoiler:
Andachi
CotCT Ally 5
Traits: Ghost Undead
To Acquire: Charisma Diplomacy 12
OR Bury A Divine Boon 0
Display. While displayed:
* On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless.
* At the end of the turn, banish.
Bury to explore; you may bury a Divine boon to reload instead.

Ally 5

Spoiler:
Hippogriff
CotCT Ally 6
Traits: Animal Mount
To Acquire: Wisdom Survival 16
On a local combat check, recharge to add 2d4.
Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter.

Random Blessings:

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

Blessing 2

Spoiler:
The Demon's Lantern
CotCT Blessing 1
Traits: Harrow Veteran Veteran Suit: Keys
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.

Blessing 3

Spoiler:
The Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Blessing 4

Spoiler:
The Juggler
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Blessing 5

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

Turn: 6 Rivani/Greenclaw
Hour Power: Your non-combat check against a bane is blessed.

Hour: The Uprising:
The Uprising
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Cards Remaining in Hourglass: 18

Hourglass:

Turn 7 Nok-Nok/Shnik

Spoiler:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 9 Rivani/Greenclaw

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 10 Nok-Nok/Shnik

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

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Fiend
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 13 Nok-Nok/Shnik

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

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 16 Nok-Nok/Shnik

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you acquire a boon, bury it.
To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 21 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 23 Raheli/Matsu Kurisu

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

Turn 24 Rivani/Greenclaw

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Pits
Traits: Underground Wild
At This Location (Open): When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Nok-Nok/Shnik

Pits Card 1:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits 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.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 3:
The Big Sky
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire: Strength Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 4:
Blackjack's Gear
CotCT Item 4
Traits: Blackjack Clothing Loot Magic
To Acquire: Dexterity Disable 10 OR Wisdom Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 5:
Venster Arabasti
CotCT Ally 6
Traits: Ghost Undead
To Acquire: Charisma Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 6:
Azer
Core Monster 1
Traits: Elemental Fire Outsider Veteran
To Defeat: Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 7:
Kazavon's Iron Golem
CotCT Monster 5
Traits: Construct Golem Veteran
To Defeat: Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 8:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

The Theater
Traits: Urban
At This Location (Open): When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: Raheli/Matsu Kurisu, Rivani/Greenclaw

The Theater Card 1:
Dread Helm
CotCT Armor 5
Traits: Heavy Armor Helm Magic
To Acquire: Constitution Divine Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Adventure: 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.
The Theater Card 2:
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.
Adventure: 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.
The Theater Card 3:
Balimar and Balio
TotH Story Bane 1
Type: Monster
Traits: Construct Eidolon AND Storykin Summoner Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Acrobatics Diplomacy 6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 4:
Henchman Proxy B2
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 5:
Evoker
Core Monster 1
Traits: Halfling Wizard Veteran
To Defeat: Combat 10+## OR Intelligence Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 6:
Henchman Proxy B1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
The Theater Card 7:
The Waxworks
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire: Constitution Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Theater Card 8:
Asyra
CotCT Ally 5
Traits: Arcane Eidolon Outsider
To Acquire: Arcane Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Adventure: 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.
The Theater Card 9:
Locked Door
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Adventure: 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.
The Theater Card 10:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Off turn: Rivani draws Blessing of Pharasma
It is the hour of The Uprising.
Hour Power: On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Move Step: Examine top card of current location: Dread Helm. From others' deck handlers, doesn't look like anyone is real need of an Armor 5. Shuffle deck and explore.
Random Card: 1d10 ⇒ 2

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.
Adventure: 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.

Recharge Gem of Mental Acuity to use Knowledge skill instead of Ranged.
Knowledge 14: 1d12 + 6 ⇒ (1) + 6 = 7 Fail and banish

Discard Mindblade to explore again.
Random Card: 1d10 ⇒ 1

Dread Helm:

CotCT Armor 5
Traits: Heavy Armor Helm Magic
To Acquire: Constitution Divine Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.
Adventure: 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.

Auto Fail and banish.

Rivani looks around for any items that might help deal with the villain...but only sees weapons and armor. She prefers the power of the mind so ignores them.

End Turn. Reset Hand.

Rivani wrote:

Hand: Planar Crossbow +2, Ghost Whip, Ring of Psychic Mastery, Deathgrip, Blessing of Abraxas, Blessing of Pharasma 1,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: Y
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [X]+2 [X]+3 [X]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [X]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving (or after you move), you may examine the top card of your location deck, then you may shuffle the deck.

NB: Theater is shuffled. Cards 1 and 2 dealt with.


During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchen Wax Construct–Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
To win, corner and defeat the villain Balimar and Balio.

Story Banes:

Danger: Wax Construct
Villain: None
Closing Henchmen: Wax Constructs - Proxy A

Wax Construct

Spoiler:
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.

Acquired Cards:

1x Spell 1

Minor Harrowing (Spell 1)

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

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


Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Hordemaster
CotCT Monster 5
Traits: Undead
To Defeat: Combat 22
Immune to Mental and Poison.

Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.

Monster 2

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.

Monster 3

Spoiler:
Toad Demon
CotCT Monster 6
Traits: Demon Outsider
To Defeat: Combat 28
Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire.
Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage.
After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted.

Monster 4

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

Monster 5

Spoiler:
Hippogriff Rider
CotCT Monster 4
Traits: AND Animal Human Ranger Trigger
To Defeat: Combat 18 THEN Combat 17 OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.

Random Barriers:

Barrier 1
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.

Barrier 2

Spoiler:
Obsession of Servitude
CotCT Barrier 5
Traits: Curse Task
To Defeat: Intelligence Perception 13 OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Barrier 3

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

Barrier 4

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

Barrier 5

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.

Random Weapons:

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

Weapon 2

Spoiler:
Keen Spiked Chain
CotCT Weapon 5
Traits: 2-Handed Chain Finesse Magic Melee Piercing
To Acquire: Strength Acrobatics Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 3

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.

Weapon 4

Spoiler:
Fury's Trident
CotCT Weapon 6
Traits: Fire Magic Melee Ranged Spear
To Acquire: Strength Melee Ranged Survival 16
For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8.
On a local combat check, freely discard to add 1d8 and the Fire trait.
You may use this power even if you have previously revealed this card on this check.

Weapon 5

Spoiler:
Banudor
CotCT Weapon 5
Traits: Bludgeoning Fire Hammer Magic Melee
To Acquire: Strength Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.

Random Spells:

Spell 1
Spoiler:
Quickened Ray
CotCT Spell 5
Traits: Arcane Attack Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 12
On a local combat check, freely banish to add 2d6 and the Cold or Fire trait.

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

Spell 2

Spoiler:
Repulsion
CotCT Spell 6
Traits: Arcane Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 14
Display. While displayed:
* When you encounter a monster, you may evade it; if you do, you may recharge a card to explore.
* At the end of the turn, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.

Spell 3

Spoiler:
Major Harrowing
CotCT Spell 5
Traits: Arcane Divine Harrow Magic
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

Spell 4

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

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

Spell 5

Spoiler:
Enhance
Core Spell 0
Traits: Arcane Divine Magic Veteran
To Acquire: Intelligence Wisdom Arcane Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Random Armor:

Armor 1
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.

Armor 2

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

Armor 3

Spoiler:
Hellknight Plate
CotCT Armor 6
Traits: Heavy Armor Magic
To Acquire: Constitution Diplomacy Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* 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.
* On your combat or Diplomacy check, you may discard to add 1d10.

Armor 4

Spoiler:
Kazavon's Shield
CotCT Armor 6
Traits: Loot Magic Offhand Shield
To Acquire: Constitution Divine Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 5

Spoiler:
Greater Bolstering Armor
CotCT Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.

Random Items:

Item 1
Spoiler:
Bottled Lightning
CotCT Item 4
Traits: Alchemical Attack Electricity Liquid Ranged
To Acquire: Intelligence Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.

DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Item 2

Spoiler:
Lyre of Storms
CotCT Item 6
Traits: Instrument Magic
To Acquire: Charisma Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

Item 3

Spoiler:
Harrow Deck
CotCT Item 1
Traits: Gambling Harrow Magic Mental Tool
To Acquire: Wisdom Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

Item 4

Spoiler:
Fuse Grenade
CotCT Item 6
Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged
To Acquire: Intelligence Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.

DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.

Item 5

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

Random Allies:

Ally 1
Spoiler:
Wolverine
CotCT Ally 3
Traits: Animal Veteran
To Acquire: Wisdom Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

Ally 2

Spoiler:
Fortune-teller
CotCT Ally 2
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.

Ally 3

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

Ally 4

Spoiler:
Risibeth
CotCT Ally 5
Traits: Sayona Undead
To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.

DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Ally 5

Spoiler:
Pegg and Louie
CotCT Ally 5
Traits: Ghost Undead
To Acquire: Wisdom Survival 13
OR Suffer The Scourge Frightened 0
When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced.
Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened.

Random Blessings:

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

Blessing 2

Spoiler:
The Liar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Blessing 3

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 4

Spoiler:
The Forge
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Blessing 5

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

Turn: 7 Nok-Nok/Shnik
Hour Power: On your Strength check, add 2.

Hour: The Bear:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.

Cards Remaining in Hourglass: 17

Hourglass:

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 9 Rivani/Greenclaw

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 10 Nok-Nok/Shnik

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

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Fiend
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 13 Nok-Nok/Shnik

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

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 16 Nok-Nok/Shnik

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you acquire a boon, bury it.
To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 21 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 23 Raheli/Matsu Kurisu

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

Turn 24 Rivani/Greenclaw

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Pits
Traits: Underground Wild
At This Location (Open): When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Nok-Nok/Shnik

Pits Card 1:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits 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.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 3:
The Big Sky
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: At the start of your turn, you may remove 1 of your scourges.
To Acquire: Strength Stealth 4+#
On a local character's check against a bane, discard to bless and they may remove 1 of their scourges.
Discard to explore, or to move then explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 4:
Blackjack's Gear
CotCT Item 4
Traits: Blackjack Clothing Loot Magic
To Acquire: Dexterity Disable 10 OR Wisdom Perception 13
Display. While displayed:
* You may recharge to heal a Blackjack weapon.
* You may recharge to move. You may not use this power during an encounter.
* On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 5:
Venster Arabasti
CotCT Ally 6
Traits: Ghost Undead
To Acquire: Charisma Diplomacy 14
OR Banish A Harrow Card 0
Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass.
If the hour is a Harrow blessing, discard to draw it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 6:
Azer
Core Monster 1
Traits: Elemental Fire Outsider Veteran
To Defeat: Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 7:
Kazavon's Iron Golem
CotCT Monster 5
Traits: Construct Golem Veteran
To Defeat: Combat 19+#
Immune to Attack, Mental, and Poison.
If undefeated, each local character suffers 1d4 Poison damage.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
Pits Card 8:
Brawl
Core Barrier 1
Traits: Skirmish Veteran
To Defeat: Strength Dexterity Melee 4+#
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1+# Combat damage.
After all encounters, if any character defeated this barrier, banish it.
Adventure: 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.
Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.

The Theater
Traits: Urban
At This Location (Open): When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: Raheli/Matsu Kurisu, Rivani/Greenclaw

The Theater Card 1:
The Waxworks
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire: Constitution Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Theater Card 2:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 3:
Henchman Proxy B2
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Adventure: 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.
Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 4:
Asyra
CotCT Ally 5
Traits: Arcane Eidolon Outsider
To Acquire: Arcane Divine 13
On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.'
Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards.
Adventure: 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.
The Theater Card 5:
Henchman Proxy B1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
The Theater Card 6:
Locked Door
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Adventure: 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.
The Theater Card 7:
Balimar and Balio
TotH Story Bane 1
Type: Monster
Traits: Construct Eidolon AND Storykin Summoner Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Acrobatics Diplomacy 6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
The Theater Card 8:
Evoker
Core Monster 1
Traits: Halfling Wizard Veteran
To Defeat: Combat 10+## OR Intelligence Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.


The Harrow Suit: Keys condition has been met!
-Each character may draw a new item. (If you are between scenarios, please do this at the beginning of the first turn of the next scenario.)
-For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.


Please draw your item (if you want to draw a new item) from the Random Items spoiler in my most recent BR update. Nok-Nok gets Random Item 1, Raheli gets Random Item 2, and Rivani gets Random Item 3.


Nok-Nok's Deck Handler

Harrow Suit: Keys new item: Bottled Lightning

Turn 7, The Bear
Hour: On your Strength check, add 2.

Nok-Nok was all ready to look at the (big) sky, but apparently it's hard to see from the bottom of a pit.

Stay at Pits

Reveal Fortune-Teller, Boon, examine Pits #1 => Guardian Bow
...encounter Guardian Bow

Recharge Mogmurch

Dexterity 15: 1d8 + 2d6 + 1d4 ⇒ (5) + (4, 1) + (3) = 13 => failed

Check to acquire failed, 1 Combat damage => reveal Armor of Skulls to reduce by 2

Mogmurch Fire damage: 1d4 - 1 ⇒ (1) - 1 = 0

Free explore, Pits #2 => Henchman Proxy A2 (Wax Construct)

Reveal & recharge Thieves' Tools_C, reveal Evangelist

Disable 12: 1d10 + 2d8 + 7 ⇒ (6) + (2, 5) + 7 = 20 => defeated

AA, discard Bottled Lightning_B

Closing time, draw Sorrowsoul and recharge hand

Search for Villain => no

Pits closed!

WPC, shuffle deck

Move to The Theater

"These things so shoddy, fall apart so easy!"

End turn

Pits closed, random item 1 used

Nok-Nok wrote:

Hand: Quick-Change Mask, Armor of Skulls, Blessing of Achaekek, Evangelist, Flaming Scimitar +1, Candle of Comity, Mogmurch,

Displayed:
Deck: 10 Discard: 3 Buried: 2
"Hero Points: 6
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed, Mogmurch for 2d6 to any check
Movement: If closed:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
-Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d4 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, Weapons
Powers:
On your check against a monster (☑ or a barrier), add 1 plus the number of barriers (☑ and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (☐ 1d6).
On your check against a weapon or an item (☑ or a check that is not a check to acquire or defeat), add (☑ 1d4 plus) the number of monsters in your location’s deck list.
You may recharge up to 2 (☐ 4) cards you would discard as damage. (☐If you do, you may draw a card.)
☐When you would fail a check against a bane, you may add 1d8 (☐ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
☐ When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

New item:

Harrow Deck:

CotCT Item 1
Traits: Gambling Harrow Magic Mental Tool
To Acquire: Wisdom Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.

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

The Concordance

Deck handler link

Turn Order
Nok-Nok, Raheli, Rivani

Out of turn updates

Correcting Blessing of the Seventh Veil, should be buried not discarded as per scenario effect

Gain item from scenario effect

I2: Lyre of Storms:

CotCT Item 6
Traits: Instrument Magic
To Acquire: Charisma Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

Hour = 8 Raheli: The Beating
Hour Power When you encounter a monster from a location, before acting, another local character summons and encounters it.

Start of Turn
At: The Theater
Give: No
Move: No
At This Location:When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.

Free explore = 1: The Waxworks, Blessing 1: Arcane 10(4+6)

Spoiler:
Traits: Harrow Veteran Suit: Shields
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire: Constitution Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.

Arcane 1d8+2+2, Raheli shuffle (ac Lyre of Storms (AD6)) +1d4+6
Arcane 10: 1d8 + 2 + 2 + 1d4 + 6 ⇒ (4) + 2 + 2 + (2) + 6 = 16 - Acquired

Discard ac The Waxworks explore = 2: Henchman Proxy A1, Henchman 0
Wax Construct, Story Bane: Combat 23(11+6+6)

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

Location: Not summoning Monster +6DC
Reveal Staff of Curses (AD4), discard (Life Leech) Reduce DC: 1d4 + 4 ⇒ (2) + 4 = 6
Recovery Fire Barrage (Fire) 3d6+12, Vulnerable Fire +4
Combat 23(23+6-6): 3d6 + 12 + 4 ⇒ (6, 4, 6) + 12 + 4 = 32 - Banished

The Hour: Rivani must encounter Wax Construct

The Theater.When Closing: succeed Charisma 11(5+6)
Charisma 1d6,
Bury Blessing of the Savored Sting +Max of: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (1) + (3) + (5) + (6) = 15 +6
Charisma 11(5+6): 1d6 + 6 ⇒ (2) + 6 = 8 Failing, Bury Blessing of the Savored Sting (AD4), reroll, adding 2 die. Blessing of the Savored Sting is banished
Blessing of the Savored Sting +Max of: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (4) + (7) + (6) = 20 +7
Charisma 11(5+6): 3d6 + 7 ⇒ (1, 5, 1) + 7 = 14 - CLOSING

Checking stack: Villain found 7: Balimar and Balio, Story Bane 1

End of Turn

Recovery
Fire Barrage: Arcane 14: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11 -> Fire Barrage discarded.

Reset
Discard
Draw up Evocation Staff (AD5), Staff of Life (AD5), Good Omen (Core), Byzantine Lexicon (AD2)

Summary
Report = Harrow: 1: The Waxworks

Location = The Theater
Acquired = 1: The Waxworks - CLOSED
Banished = 2: Henchman Proxy A1, 3: Henchman Proxy B2, 4: Asyra, 5: Henchman Proxy B1, 6: Locked Door, 8: Evoker
Displayed =
Examined = 7: Balimar and Balio

Location =
Banished =
Examined =

Added =

From Box =

Displayed =
Give =
Used =

Other = The Hour: Rivani must encounter Wax Construct.

"

Raheli wrote:

Hand: Staff of Curses (AD4), Varisian Illusionist, Evocation Staff (AD5), Staff of Life (AD5), Good Omen (Core), Byzantine Lexicon (AD2),

Displayed: Snapping Turtle,
Deck: 9 Discard: 5 Buried: 3
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Staff of curses available
Local: Item recharge powers
Staff of Healing (discard spell) Heal local character 1d4+1. Available

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Ice Chemist, ac Lyre of Storms (AD6), Samisen of Oracular Vision (AD5), Cleric of Nethys, Wand of Flying (AD3), Staff of Minor Healing (AD3), Channel the Gift, Magnetic Grimoire (AD4), Steal Soul
Recharged:
Discard Pile: ac Minor Harrowing, Augury, ac The Waxworks, Life Leech, Fire Barrage,
Buried Pile: Blessing of Nethys, Blessing of the Seventh Veil, Blessing of the Savored Sting (AD4),

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. ([X] Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Either Rivani or Nok-Nok summons and encounters Wax Construct.

During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct–Proxy A into it, then report a “Stage Clear” success to the table coordinator.
After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchen Wax Construct–Proxy B and new monsters; shuffle 3 into The Theater and 2 into each other location.
To win, corner and defeat the villain Balimar and Balio.

Story Banes:

Danger: Wax Construct
Villain: None
Closing Henchmen: Wax Constructs - Proxy A

Wax Construct

Spoiler:
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.

Acquired Cards:

1x Spell 1
1x Item 6
1x Item 4
1x Item 1
1x Blessing 6

Bottled Lightning (Item 4)

Spoiler:
Bottled Lightning
CotCT Item 4
Traits: Alchemical Attack Electricity Liquid Ranged
To Acquire: Intelligence Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Harrow Deck (Item 1)

Spoiler:
Harrow Deck
CotCT Item 1
Traits: Gambling Harrow Magic Mental Tool
To Acquire: Wisdom Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

Lyre of Storms (Item 6)

Spoiler:
Lyre of Storms
CotCT Item 6
Traits: Instrument Magic
To Acquire: Charisma Divine 12
On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity.
At the end of any turn, discard this card to let any number of other characters move.

Minor Harrowing (Spell 1)

Spoiler:
Minor Harrowing
CotCT Spell 1
Traits: Arcane Divine Harrow Magic
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

The Waxworks (Blessing 6)

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

Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Landshark
CotCT Monster 4
Traits: Aberration Trigger
To Defeat: Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.

Monster 2

Spoiler:
Skeletal Minotaur
CotCT Monster 5
Traits: Skeleton Undead
To Defeat: Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.

Monster 3

Spoiler:
Azer
Core Monster 1
Traits: Elemental Fire Outsider Veteran
To Defeat: Combat 11+##
Immune to Fire. Vulnerable to Cold.
After acting, suffer 1d4-1 Fire damage.

Monster 4

Spoiler:
Troll
Core Monster 2
Traits: Troll Veteran
To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.

Monster 5

Spoiler:
Baykok
CotCT Monster 5
Traits: Trigger Undead
To Defeat: Combat 21
When examined, suffer 1d6 Force damage.
Immune to Mental and Poison.
Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage.
If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed.

Random Barriers:

Barrier 1
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.

Barrier 2

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

Barrier 3

Spoiler:
Palace Patrols
CotCT Barrier 6
Traits: Skirmish
To Defeat: None
Roll 1d6. Each local character summons and encounters the corresponding story bane:
1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter.

Barrier 4

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

Barrier 5

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

Random Weapons:

Weapon 1
Spoiler:
Commander's Falchion
CotCT Weapon 6
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Charisma Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 2

Spoiler:
Deathbane Sling
CotCT Weapon 5
Traits: Bludgeoning Magic Ranged Sling
To Acquire: Dexterity Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8.
On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check.

Weapon 3

Spoiler:
Ukwar Axe
CotCT Weapon 6
Traits: Axe Loot Magic Melee Slashing
To Acquire: Strength Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

Weapon 4

Spoiler:
Dancing Dagger
CotCT Weapon 6
Traits: Finesse Knife Magic Melee Piercing Ranged
To Acquire: Strength Dexterity Melee Ranged Stealth 17
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3.
On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check.

Weapon 5

Spoiler:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.

Random Spells:

Spell 1
Spoiler:
Steal Soul
CotCT Spell 5
Traits: Arcane Magic
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.

Spell 2

Spoiler:
Major Harrowing
CotCT Spell 5
Traits: Arcane Divine Harrow Magic
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 16 check to recharge it instead.

Spell 3

Spoiler:
Giant Form
CotCT Spell 4
Traits: Arcane Magic Divine
To Acquire: Intelligence Wisdom Arcane Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.

Spell 4

Spoiler:
Corrosive Storm
CotCT Spell 6
Traits: Acid Arcane Attack Magic
To Acquire: Intelligence Arcane 13
Freely display. While displayed:
* On combat checks, add 2d6 and the Acid trait.
* At the end of the turn, banish; each other character suffers 1 Acid damage.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 15 check to recharge it instead.

Spell 5

Spoiler:
Harrowstrike
CotCT Spell 1
Traits: Arcane Attack Divine Force Harrow Magic
To Acquire: Intelligence Arcane 7 OR Wisdom Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.

Random Armor:

Armor 1
Spoiler:
Bearskin Armor
CotCT Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

Armor 2

Spoiler:
Kazavon's Shield
CotCT Armor 6
Traits: Loot Magic Offhand Shield
To Acquire: Constitution Divine Fortitude 12
When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2.
If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait.
If proficient, on your Melee combat check, freely recharge to reroll a die.
After playing this armor, you may not play a 2-Handed boon this encounter.

Armor 3

Spoiler:
Dread Helm
CotCT Armor 5
Traits: Heavy Armor Helm Magic
To Acquire: Constitution Divine Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.

Armor 4

Spoiler:
Mantle of Faith
CotCT Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Divine Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.

Armor 5

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.

Random Items:

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

Item 2

Spoiler:
Brooch of Protection
CotCT Item 5
Traits: Accessory Magic
To Acquire: Intelligence Arcane Fortitude 10
Display. While displayed:
* When you suffer Combat or Force damage, reduce it by 1.
* When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5.
* When this card has 6 markers, bury it.

Item 3

Spoiler:
Whisper of the First Lie
CotCT Item 5
Traits: Accessory Magic
To Acquire: Charisma Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.

Item 4

Spoiler:
The Lost Harrows
CotCT Item 6
Traits: Gambling Harrow Magic Tool
To Acquire: Intelligence Knowledge 12
Display and choose any skill. While displayed:
* Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow.
* When you fail a check using that skill, bury this card.

Item 5

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.

Random Allies:

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

Ally 2

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.

Ally 3

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.

Ally 4

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

Ally 5

Spoiler:
Aerilaya
CotCT Ally 5
Traits: Banshee Undead
To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0
Display. While displayed:
* On local combat or Constitution checks, add 1d6.
* At the end of the turn, banish.
Bury to explore; you may bury a weapon to reload instead.

Random Blessings:

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

Blessing 2

Spoiler:
The Real Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Blessing 3

Spoiler:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Blessing 4

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 5

Spoiler:
The Idiot
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire: Intelligence Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.

Turn: 9 Rivani/Greenclaw
Hour Power: After your first exploration of your turn, you may discard a card to explore.

Hour: The Teamster:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Cards Remaining in Hourglass: 15

Hourglass:

Turn 10 Nok-Nok/Shnik

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

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Fiend
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

Turn 13 Nok-Nok/Shnik

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

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Locksmith
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire: Dexterity Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.

Turn 16 Nok-Nok/Shnik

Spoiler:
The Lost
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Betrayal
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you acquire a boon, bury it.
To Acquire: Charisma Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.

Turn 21 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 23 Raheli/Matsu Kurisu

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

Turn 24 Rivani/Greenclaw

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire: Constitution Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.

The Theater
Traits: Urban
At This Location (Open): When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Nok-Nok/Shnik, Raheli/Matsu Kurisu, Rivani/Greenclaw

The Theater Card 1 (Balimar and Balio):
Balimar and Balio
TotH Story Bane 1
Type: Monster
Traits: Construct Eidolon AND Storykin Summoner Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Acrobatics Diplomacy 6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.


Nok-Nok's Deck Handler

OoT, Raheli's turn

Summon & encounter Wax Construct

Reveal Evangelist

Disable 12: 1d10 + 6 ⇒ (8) + 6 = 14 => defeated

AA, bury Bottled Lightning_B


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

It is the hour of The Teamster.
Hour Power: After your first exploration of your turn, you may discard a card to explore.
Explore.

Balimar and Balio:

TotH Story Bane 1
Type: Monster
Traits: Construct Eidolon AND Storykin Summoner Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Acrobatics Diplomacy 6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.
Adventure: 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.
Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.

Everyone needs to deal with the BYA check, but I don't think it will affect the rest of my turn.

BYA: recharge Harrow Deck to use Knowledge instead of Acrobatics. Ask for blessing from Nok Nok. Reveal Ring of Psychic Mastery.
Knowledge 10: 2d12 + 6 + 3 ⇒ (1, 12) + 6 + 3 = 22
Discard Deathgrip. Discard (bury) Blessing of Pharasma.
Combat 28: 3d12 + 6 + 2d8 ⇒ (8, 1, 4) + 6 + (8, 3) = 30
Recharge Planar Crossbow +2 to use Knowledge skill instead of Acrobatics. Reveal Ring of Psychic Mastery to add 3. Discard (bury)Blessing of Abraxas. Ask for Mogmurch from Nok Nok
Knowledge 18: 2d12 + 6 + 3 + 2d6 ⇒ (3, 8) + 6 + 3 + (6, 4) = 30 Defeated!


Development
What remains of the crowd heckles you as you run out of the theater. Stepping outside, you are caught off guard by unfamiliar sights. You look up at a clockwork sun and a foreign sky. Footsteps and jeering indicate the mob is following you, though, so you keep moving. In front of you is a nightmarish, tangled wood with thorns as big and sharp as knives. Behind you is a murderous puppet and his killer crowd.

What even is today?

You wisely choose the forest and rush in.

Reward
If you are playing for advancement, gain a Hero Point.

Loot: the blessing The Theater.

The Theater:
The Theater
Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Adventure Card Society characters may choose a bonus deck upgrade.

Boon
Roll 1d20 in the discussion thread. A roll of 20 wins a boon.

Acquired Cards
1x Spell 1
1x Item 6
1x Item 4
1x Item 1
1x Blessing 6

Discuss your upgrades and such in the discussion thread please, not here.


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


6-99B: The Tangled Briar

Eventually the sound of the crowd fades as you run deeper and deeper into the overgrown woods. You hear some of the copies cry out in pain as they get tangled in the thorns and it seems the rest just couldn’t keep up. The tangled woods are silent, and you finally have a chance to take a breath and look around.

The world you’ve been dragged into looks as fake as the stage you just stood on. The sky is painted on to the firmament, and you can see a set of brass rails that provide the orbit for a ticking clockwork sun that trundles across the sky. Even the trees in the briar seem fake. Their branches twist and coil in serpentine patterns, and the thorns are more wicked than anything nature could provide.

The true strangeness of the woods finally reveals itself when you turn around. You see the path you’d just cleared behind you closes before your eyes, leaving no sign that you’d ever been through the woods. This might deter your hunters, at least. You hope. With the way back closed, you keep moving forward. There has to be a way out of this place.


During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
After you encounter or evade a Proxy A, you may banish it.
Other rules that are a surprise :)

Unlocked Conditions
For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.

Story Banes
Danger: A new barrier
Villain: None
Closing Henchmen: King of the Briar Patch - Proxy A

Forest
Traits: Wild
At This Location (Open): When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

The Tangled Briar
Traits: Wild
At This Location (Open): When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
When Permanently Closed: When you would banish this location’s cards, instead shuffle them into a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Thicket
Traits: Wild
At This Location (Open): At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Glade
Traits: Sacred Wild
At This Location (Open): When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None


Nok-Nok's Deck Handler

Start at Forest

Blessing of Achaekek gets upgraded to Blessing of the Mantis God
Blessing of Zon-Kuthon gets replaced by Loot The Theater

Nok-Nok wrote:

Hand: Blessing of the Mantis God, Sorrowsoul, Blessing of the Midnight Lord, Captain's Cutlass, Blessing of Abadar, Quick-Change Mask, Candle of Comity,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Hero Points: 6
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed:
Other: "

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
-Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d4 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, Weapons
Powers:
On your check against a monster (☑ or a barrier), add 1 plus the number of barriers (☑ and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (☐ 1d6).
On your check against a weapon or an item (☑ or a check that is not a check to acquire or defeat), add (☑ 1d4 plus) the number of monsters in your location’s deck list.
You may recharge up to 2 (☐ 4) cards you would discard as damage. (☐If you do, you may draw a card.)
☐When you would fail a check against a bane, you may add 1d8 (☐ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
☐ When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

The Concordance

Deck handler link

Raheli - Start
- 6-99B: The Tangled Briar

Cohort
= Snapping Turtle

Card Upgrade
= Scarf of Storytelling (AD6) in, Byzantine Lexicon (AD2) out

Loot swaps
= N/a

Starting location
- Forest

Starting Hand
"

Raheli wrote:

Hand: Blessing of Norgorber, Steal Soul, Evocation Staff (AD5), Scarf of Storytelling (AD6), Blessing of the Savored Sting, Fire Barrage,

Displayed: Snapping Turtle,
Deck: 16 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Staff of curses available
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magnetic Grimoire (AD4), Ice Chemist, Staff of Life (AD5), Staff of Minor Healing (AD3), Varisian Illusionist, Blessing of the Seventh Veil, Channel the Gift, Life Leech, Augury, Staff of Curses (AD4), Samisen of Oracular Vision (AD5), Blessing of the Savored Sting (AD4), Wand of Flying (AD3), Good Omen (Core), Blessing of Nethys, Cleric of Nethys
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. ([X] Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Start at Glade.

Adding Death's Touch as Spell 5 Deck Upgrade into extra Spell slot.

Rivani wrote:

Hand: Life Drain, Gem of Mental Acuity, Swipe, Death's Touch, Blessing of Abadar, Mind Thrust,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: N
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [X]+2 [X]+3 [X]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [X]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([X] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving (or after you move), you may examine the top card of your location deck, then you may shuffle the deck.


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


During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
After you encounter or evade a Proxy A, you may banish it.
Other rules that are a surprise :)

Unlocked Conditions
For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Crowns blessing, add 1d8.

Story Banes:

Danger: A new barrier
Villain: None
Closing Henchmen: King of the Briar Patch - Proxy A

King of the Briar Patch
DO NOT OPEN SPOILER UNLESS YOU HAVE ACTUALLY ENCOUNTERED THIS CARD

Spoiler:
King of the Briar Patch
Story Bane
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Perception Survival 4+#
Before acting, suffer 1d4-1 Combat damage.
If the check to defeat is blessed, reroll 1 die that has the highest value.
After acting, suffer 1d4-1 Combat damage.

Acquired Cards:

Landshark Whelp (Ally 4)

Spoiler:
Landshark Whelp
CotCT Ally 4
Traits: Aberration
To Acquire: Wisdom Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

Salvator Scream (Ally 4)

Spoiler:
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 Brass Dwarf (Blessing 6)

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

The Joke (Blessing 6)

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire: Intelligence Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.

The Tangled Briar (Blessing 6)

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Wolverine (Ally 3)

Spoiler:
Wolverine
CotCT Ally 3
Traits: Animal Veteran
To Acquire: Wisdom Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

2x Ally 4
1x Ally 3
3x Blessing 6

Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Sneak
CotCT Monster 0
Traits: Human Rogue Veteran
To Defeat: Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.

Monster 2

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

Monster 3

Spoiler:
Emperor Scorpion
CotCT Monster 4
Traits: Trigger Vermin Veteran
To Defeat: Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.

Monster 4

Spoiler:
Mobogo
CotCT Monster 6
Traits: Aberration
To Defeat: Combat 25
Before acting, 2 local characters summon and encounter the story bane Boggard Champion.
The difficulty to defeat is increased by twice your number of scourge markers.

Monster 5

Spoiler:
Evoker
Core Monster 1
Traits: Halfling Wizard Veteran
To Defeat: Combat 10+## OR Intelligence Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

Spoiler:
Cursed Statue
CotCT Barrier 5
Traits: Curse Trigger
To Defeat: Wisdom Disable Perception 10
When examined, suffer the scourges Dazed, Drained, and Entangled.
If undefeated, suffer the scourges Dazed, Drained, and Entangled.

Barrier 3

Spoiler:
Locked Door
Core Barrier 1
Traits: Lock Obstacle Veteran
To Defeat: Strength Melee 10+# OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.

Barrier 4

Spoiler:
Friendly Game of Sredna
CotCT Barrier 4
Traits: Respect Task
To Defeat: Strength 7 OR Constitution Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.

Barrier 5

Spoiler:
Obsession of Battle
CotCT Barrier 5
Traits: Curse Task
To Defeat: Intelligence Perception 13 OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Random Weapons:

Weapon 1
Spoiler:
Banudor
CotCT Weapon 5
Traits: Bludgeoning Fire Hammer Magic Melee
To Acquire: Strength Melee 14
For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local Craft or Disable check, reload to add 1d8.

Weapon 2

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.

Weapon 3

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

Weapon 4

Spoiler:
Serithtial
CotCT Weapon 6
Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword
To Acquire: Strength Acrobatics Melee 19
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait.
After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter.
When rebuilding, you may treat this weapon as an ally.

Weapon 5

Spoiler:
Commander's Falchion
CotCT Weapon 6
Traits: 2-Handed Magic Melee Slashing Sword
To Acquire: Strength Charisma Melee 15
For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4.
After playing this weapon, you may not play an Offhand boon this encounter.

Random Spells:

Spell 1
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.

Spell 2

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.

Spell 3

Spoiler:
Instrument of Agony
CotCT Spell 4
Traits: Divine Magic Veteran
To Acquire: Wisdom Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.

Spell 4

Spoiler:
Steal Soul
CotCT Spell 5
Traits: Arcane Magic
To Acquire: Intelligence Arcane 12 OR Wisdom Divine 10
When a local character defeats a monster that is not immune to Attack, display. While displayed:
* On your checks, add 1d4.
* At the end of the scenario, banish; if proficient, discard instead.

Spell 5

Spoiler:
Enhance
Core Spell 0
Traits: Arcane Divine Magic Veteran
To Acquire: Intelligence Wisdom Arcane Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.

Random Armor:

Armor 1
Spoiler:
Greater Bolstering Armor
CotCT Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 2

Spoiler:
Dread Helm
CotCT Armor 5
Traits: Heavy Armor Helm Magic
To Acquire: Constitution Divine Fortitude 12
When you suffer Combat damage, freely reveal to reduce it by 3.
If proficient, when you suffer any damage, freely reveal to reduce it by 2.
Recharge to avenge; this encounter, your checks to defeat may be freely blessed.
After playing this armor, you may not play a Helm boon this encounter.

Armor 3

Spoiler:
Angelic Armor
CotCT Armor 5
Traits: Heavy Armor Loot
To Acquire: Constitution Divine Fortitude 13
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 3.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
* If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait.

Armor 4

Spoiler:
Hellknight Plate
CotCT Armor 6
Traits: Heavy Armor Magic
To Acquire: Constitution Diplomacy Fortitude 13
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 2.
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* 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.
* On your combat or Diplomacy check, you may discard to add 1d10.

Armor 5

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

Random Items:

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

Item 2

Spoiler:
Bottled Lightning
CotCT Item 4
Traits: Alchemical Attack Electricity Liquid Ranged
To Acquire: Intelligence Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

Item 3

Spoiler:
Harrow Deck
CotCT Item 1
Traits: Gambling Harrow Magic Mental Tool
To Acquire: Wisdom Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.

Item 4

Spoiler:
Headband of Mental Superiority
CotCT Item 5
Traits: Accessory Magic
To Acquire: Intelligence Wisdom Charisma 13
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4.

Item 5

Spoiler:
Scabbard of Keen Edges
CotCT Item 5
Traits: Accessory Magic
To Acquire: Intelligence Craft 12
On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it.

Random Allies:

Ally 1
Spoiler:
Fortune-teller
CotCT Ally 2
Traits: Human Medium Harrow
To Acquire: Charisma Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.

Ally 2

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.

Ally 3

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

Ally 4

Spoiler:
Darb Tuttle
CotCT Ally 6
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.

Ally 5

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

Random Blessings:

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

Blessing 2

Spoiler:
The Owl
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Blessing 3

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

Blessing 4

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

Blessing 5

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

Turn: 1 Nok-Nok/Shnik
Hour Power: When you would encounter a non-story bane barrier, banish it instead, then summon and encounter a Task barrier.

Hour: The Courtesan:
The Courtesan
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: When you would encounter a non-story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire: Charisma Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.

Cards Remaining in Hourglass: 23

Hourglass:

Turn 2 Raheli/Matsu Kurisu

Spoiler:
The Uprising
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 3 Rivani/Greenclaw

Spoiler:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 4 Nok-Nok/Shnik

Spoiler:
The Inquisitor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: You may not use powers to reroll dice.
To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Turn 5 Raheli/Matsu Kurisu

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

Turn 6 Rivani/Greenclaw

Spoiler:
The Forge
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 7 Nok-Nok/Shnik

Spoiler:
The Demon's Lantern
CotCT Blessing 1
Traits: Harrow Veteran Veteran Suit: Keys
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.

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 9 Rivani/Greenclaw

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

Turn 10 Nok-Nok/Shnik

Spoiler:
The Desert
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: When you move during your move step, bury a card.
To Acquire: Constitution Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 13 Nok-Nok/Shnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: Ignore cards' before acting powers.
To Acquire: Constitution Divine 4+#
On a local check, bury to bless twice.
Discard to explore.

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Marriage
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 16 Nok-Nok/Shnik

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

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Juggler
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Tyrant
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 21 Rivani/Greenclaw

Spoiler:
The Idiot
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire: Intelligence Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Eclipse
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire: Wisdom Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Turn 23 Raheli/Matsu Kurisu

Spoiler:
The Vision
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire: Intelligence Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Turn 24 Rivani/Greenclaw

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Forest
Traits: Wild
At This Location (Open): When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik

Forest Card 1:
Exploding Runes
Core Barrier 2
Traits: Magic Trap Trigger Veteran
To Defeat: Arcane Divine 6+# OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Adventure: 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.
Forest Card 2:
Dominate
CotCT Spell 6
Traits: Arcane Attack Divine Magic Mental
To Acquire: Intelligence Wisdom Arcane Divine 13
When you encounter a monster, banish to evade it, then search your location for a boon and draw it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead.
Adventure: 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.
Forest Card 3:
Skeletal Minotaur
CotCT Monster 5
Traits: Skeleton Undead
To Defeat: Combat 23
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, succeed at a Stealth or Survival 10 check or discard a weapon.
Adventure: 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.
Location: When you defeat a monster, you may discard a card to explore.
Forest Card 4:
Deathbane Throwing Axe
CotCT Weapon 5
Traits: Axe Magic Melee Ranged Slashing
To Acquire: Strength Dexterity Melee Ranged 13
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8.
If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane.
You may use this power even if you have previously revealed this card on this check.
Adventure: 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.
Forest Card 5:
Banshee
CotCT Monster 5
Traits: Banshee Undead
To Defeat: Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Adventure: 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.
Location: When you defeat a monster, you may discard a card to explore.
Forest Card 6:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.
Location: When you defeat a monster, you may discard a card to explore.
Forest Card 7:
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.
Adventure: 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.
Location: When you defeat a monster, you may discard a card to explore.
Forest Card 8:
The Liar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Crowns blessing, add 1d8.

The Tangled Briar
Traits: Wild
At This Location (Open): When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
When Permanently Closed: When you would banish this location’s cards, instead shuffle them into a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu

The Tangled Briar Card 1:
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.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.
The Tangled Briar Card 2:
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.
Adventure: 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.
The Tangled Briar Card 3:
Flanking Attack
CotCT Barrier 1
Traits: Skirmish Veteran Trigger
To Defeat: None
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Adventure: 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.
Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
The Tangled Briar Card 4:
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.
Adventure: 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.
Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
The Tangled Briar Card 5:
Accursed Priest
Core Monster 1
Traits: Cleric Undead Veteran
To Defeat: Combat 11+## OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Adventure: 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.
The Tangled Briar Card 6:
Whisper of the First Lie
CotCT Item 5
Traits: Accessory Magic
To Acquire: Charisma Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Adventure: 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.
The Tangled Briar Card 7:
The Peacock
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire: Dexterity Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
The Tangled Briar Card 8:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.

Thicket
Traits: Wild
At This Location (Open): At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Thicket Card 1:
Risibeth
CotCT Ally 5
Traits: Sayona Undead
To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
Adventure: 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.
Thicket Card 2:
The Real Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
Thicket Card 3:
Manananggal
CotCT Monster 5
Traits: Undead
To Defeat: Combat 20 THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Adventure: 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.
Thicket Card 4:
Wyvern Poison
CotCT Item 5
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Adventure: 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.
Thicket Card 5:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Thicket Card 6:
Ember Ghoul
CotCT Monster 5
Traits: Ghoul Undead
To Defeat: Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.
Adventure: 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.
Thicket Card 7:
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.
Adventure: 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.
Thicket Card 8:
Henchman Proxy A4
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.

Glade
Traits: Sacred Wild
At This Location (Open): When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Rivani/Greenclaw

Glade Card 1:
Obsession of Servitude
CotCT Barrier 5
Traits: Curse Task
To Defeat: Intelligence Perception 13 OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Adventure: 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.
Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
Glade Card 2:
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.
Adventure: 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.
Glade Card 3:
The Avalanche
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire: Dexterity Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
Glade Card 4:
Aid
Core Spell 0
Traits: Divine Magic Veteran
To Acquire: Wisdom Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Adventure: 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.
Glade Card 5:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Glade Card 6:
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.
Adventure: 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.
Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
Glade Card 7:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.
Glade Card 8:
Troll
Core Monster 2
Traits: Troll Veteran
To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Adventure: 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.
Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.


Stars and Crowns cards

You may add these cards into your hand after drawing a valid starting hand.

Nok-Nok

Wolverine:
Wolverine
CotCT Ally 3
Traits: Animal Veteran
To Acquire: Wisdom Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
The Brass Dwarf:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

--------------------

Raheli

Landshark Whelp:
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.
The Joke:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.

--------------------

Rivani

Salvator Scream:
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 Tangled Briar:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.


Nok-Nok's Deck Handler

Turn 1, The Courtesan
Hour: When you would encounter a non-story bane barrier, banish it instead, then summon and encounter a Task barrier.

Stay at Forest

Explore Forest #1 => Exploding Runes

Banish Exploding Runes and summon Task barrier #4 => Friendly Game of Sredna

Strength 7: 1d8 + 6 ⇒ (4) + 6 = 10 => defeated

Discard Wolverine_B to explore Forest #2 => Dominate

Arcane 13: 1d4 ⇒ 2 => failed

Discard The Brass Dwarf_B to explore Forest #3 => Skeletal Minotaur

BA Stealth 10: 1d8 + 1d4 + 9 ⇒ (6) + (3) + 9 = 18 => passed

Reveal Captain's Cutlass, discard Blessing of the Midnight Lord

Combat 23: 3d8 + 1d6 + 1d4 + 7 ⇒ (3, 4, 2) + (5) + (3) + 7 = 24 => defeated

Discard Candle of Comity to explore (location power) Forest #4 => Deathbane Throwing Axe

Strength 13: 1d8 + 1d4 + 6 ⇒ (2) + (1) + 6 = 9 => failed

"Nok-Nok find nice things! Nice things stuck in bad tree spikes. Nok-Nok sad."

End turn

Forest cards 1-4 explored, random barrier #4 used

Nok-Nok wrote:

Hand: Blessing of the Mantis God, Sorrowsoul, Evangelist, Captain's Cutlass, Blessing of Abadar, Quick-Change Mask, Mighty Steed,

Displayed:
Deck: 12 Discard: 4 Buried: 0
"Hero Points: 6
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: The Tangled Briar
Other: "

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
-Stealth: Dexterity +3
Constitution d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
-Disable: Constitution +0
-Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d4 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6☑ 7
Proficiencies:
Light Armors, Weapons
Powers:
On your check against a monster (☑ or a barrier), add 1 plus the number of barriers (☑ and weapons) in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (☐ 1d6).
On your check against a weapon or an item (☑ or a check that is not a check to acquire or defeat), add (☑ 1d4 plus) the number of monsters in your location’s deck list.
You may recharge up to 2 (☐ 4) cards you would discard as damage. (☐If you do, you may draw a card.)
☐When you would fail a check against a bane, you may add 1d8 (☐ 1d12). If you do, after the encounter, you are dealt 1d4+1 Combat damage.
☐ When another character at your location fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.

The Concordance

Deck handler link

Turn Order
Nok-Nok, Raheli, Rivani

Out of turn updates
add these cards into your hand after drawing a valid starting hand.
Landshark Whelp:
The Joke:

Hour = 2 Raheli: The Uprising
Hour Power Your non-combat check against a bane is blessed.

Start of Turn
At: The Tangled Briar
Give: No
Move: Thicket
At This Location:At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.

Free explore = 1: Risibeth, Ally 5: Bury An Ally

Spoiler:
Traits: Sayona Undead
To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.

Bury lt Landshark Whelp to Acquire

Discard Scarf of Storytelling (AD6) (Naming King of the Briar Patch)
Examine 5 of Thicket
2: The Real Rabbit Prince, Blessing 1 - No
3: Manananggal, Monster 5 - No
4: Wyvern Poison, Item 5 - No
5: The Beating, Blessing 1- No
6: Ember Ghoul, Monster 5 - No

Shuffle Thicket

Recovery ac Risibeth explore top card 2-8: 1d7 + 1 ⇒ (5) + 1 = 6
6: Ember Ghoul, Monster 5: Combat 20

Spoiler:
Traits: Ghoul Undead
To Defeat: Combat 20
Immune to Fire, Mental, and Poison.
Vulnerable to Cold.
After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck.

Raheli combat (lt The Joke) 1d10+4+2d8, Item shuffle(Evocation Staff (AD5)) +1d4+5
combat 20: 1d10 + 4 + 2d8 + 1d4 + 5 ⇒ (9) + 4 + (3, 7) + (2) + 5 = 30 - Defeated
Display Steal Soul
After acting, Fortitude 8: 1d6 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6 - Failed. Bury (Good Omen (Core))

End of Turn

Recovery
ac Risibeth: Discard bottom card of deck (lt The Joke) to reload ac Risibeth

Reset
Discard
Draw up ac Risibeth, Cleric of Nethys, Staff of Life (AD5)

Summary
Report =

Location = The Thicket - Random (2-5,7-8)
Acquired = 1: Risibeth
Banished = 6: Ember Ghoul,
Displayed =
Examined = 2: The Real Rabbit Prince, 3: Manananggal, 4: Wyvern Poison, 5: The Beating,

Location =
Banished =
Examined =

Added =

From Box =

Displayed =
Give =
Used =

Other =
"

Raheli wrote:

Hand: Fire Barrage, Blessing of Norgorber, Blessing of the Savored Sting, Cleric of Nethys, Staff of Life (AD5), ac Risibeth,

Displayed: Snapping Turtle, Steal Soul,
Deck: 14 Discard: 2 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Life Leech, Blessing of the Savored Sting (AD4), Staff of Curses (AD4), Channel the Gift, Varisian Illusionist, Magnetic Grimoire (AD4), Staff of Minor Healing (AD3), Augury, Evocation Staff (AD5), Ice Chemist, Samisen of Oracular Vision (AD5), Blessing of the Seventh Veil, Blessing of Nethys, Wand of Flying (AD3)
Recharged:
Discard Pile: Scarf of Storytelling (AD6), lt The Joke,
Buried Pile: lt Landshark Whelp, Good Omen (Core),

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
- Disable: Dexterity +2
Constitution d6 ☐ +1
- Fortitute (<Cohort): Constitution +2
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane (<Cohort)
POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 ([X] 2d8) and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([X] plus the item's highest adventure deck number) to your check. ([X] Then you may shuffle your deck.)
~ On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
~ You may discard a spell or item to reduce Combat damage (~ or any damage) dealt to you to 0.
~ When you fail to acquire a boon and would banish it, you may instead shuffle it back into (~ or put it on top of ) its location deck.

Concordance reward - [ ][ ] Reduce Acid, Cold, Electricity, Fire or Poison damage dealt to you by 2
Concordance reward - [ ] Exceed difficulty of check to acquire card with Acid, Cold, Electricity, Fire or Poison by 6

Paizo Reroll: AVAILABLE
Paizo Mat Discard: AVAILABLE

"


The Rabbit Hunt has begun!

Also...

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


Location that does not get a Villain Proxy: 1d4 ⇒ 4 Glade.

During This Adventure: While setting up, set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
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.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
After you encounter or evade a Proxy A, you may banish it.
After the table coordinator announces the Rabbit Hunt, shuffle the villains King of the Briar Patch–Proxy V1, V2, and V3 into locations, distributed as evenly as possible. (Continue to report “Rabbit Spotted” successes.)
While fewer than 2 villain proxies are displayed, you cannot guard and when you defeat a villain proxy, display it.
If you defeat and corner the final villain proxy, report a “Rabbit Captured” success to the table coordinator.

Unlocked Conditions
For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Crowns blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Books blessing, add 1d8.

Story Banes:

Danger: A new barrier
Villain: None
Closing Henchmen: King of the Briar Patch - Proxy A

King of the Briar Patch
DO NOT OPEN SPOILER UNLESS YOU HAVE ACTUALLY ENCOUNTERED THIS CARD

Spoiler:
King of the Briar Patch
Story Bane
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR Perception Survival 4+#
Before acting, suffer 1d4-1 Combat damage.
If the check to defeat is blessed, reroll 1 die that has the highest value.
After acting, suffer 1d4-1 Combat damage.

Acquired Cards:

Death's Touch (Spell 4)

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.

Instrument of Agony (Spell 4)

Spoiler:
Instrument of Agony
CotCT Spell 4
Traits: Divine Magic Veteran
To Acquire: Wisdom Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.

Landshark Whelp (Ally 4)

Spoiler:
Landshark Whelp
CotCT Ally 4
Traits: Aberration
To Acquire: Wisdom Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.

Risibeth (Ally 5)

Spoiler:
Risibeth
CotCT Ally 5
Traits: Sayona Undead
To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0
Display. While displayed:
* On local combat and Charisma checks, you may reroll a die.
* At the end of the turn, bury.
Banish to explore.
DURING RECOVERY
You may discard the bottom card of your deck to reload this card.
Adventure: 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.

Safe Haven (Spell 4)

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.

Salvator Scream (Ally 4)

Spoiler:
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 Brass Dwarf (Blessing 6)

Spoiler:
The Brass Dwarf
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

The Joke (Blessing 6)

Spoiler:
The Joke
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire: Intelligence Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.

The Tangled Briar (Blessing 6)

Spoiler:
The Tangled Briar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Wolverine (Ally 3)

Spoiler:
Wolverine
CotCT Ally 3
Traits: Animal Veteran
To Acquire: Wisdom Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.

3x Spell 4
1x Ally 5
2x Ally 4
1x Ally 3
3x Blessing 6

Scourges:

Dazed: You may explore only once per turn and you may not examine locations. If this scourge is displayed at the start of your turn, at the end of the turn, shuffle your hand into your deck and remove this scourge.
Drained: On your checks, subtract 1 for each die rolled. At the end of your turn, you may bury a Divine boon to remove this scourge.
Entangled: You cannot evade or move. When your location is closed, remove this scourge.
Exhausted: On each check or step, you may play no more than 1 boon. At the start of your move step, you may end your turn to remove this scourge.
Frightened: When you encounter a monster, suffer 1d4-1 Mental damage that cannot be reduced. When your location is closed, you may remove this scourge.
Plagued: At the start of your turn, each other local character must succeed at a Constitution or Fortitude 5+# check or suffer this scourge. At the end of your turn, succeed at a Constitution of Fortitude 3+# check or bury the top card of your deck; if you succeed by 5 or more, remove this scourge.
Poisoned: After you reset, recharge a random card. When you would heal any number of cards, you may remove this scourge instead.
Wounded: At the start of your turn, discard the top card of your deck. When you would heal any number of cards, you may remove this scourge instead.

Random Monsters:

Monster 1
Spoiler:
Warlord Devil
CotCT Monster 6
Traits: Devil Outsider
To Defeat: Combat 26
Immune to Fire and Poison.
Resistant to Acid and Cold.
Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list.
If undefeated, suffer the scourge Wounded.

Monster 2

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.

Monster 3

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

Monster 4

Spoiler:
Sentinel Devil
CotCT Monster 5
Traits: Devil Outsider
To Defeat: Combat 23
Immune to Fire and Poison.
If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded.

Monster 5

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

Random Barriers:

Barrier 1
Spoiler:
Vortex of Madness
CotCT Barrier 4
Traits: Curse Trigger
To Defeat: Intelligence Perception 11 OR Wisdom Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.

Barrier 2

Spoiler:
Haunt
Core Barrier 2
Traits: Task Trigger Undead Veteran
To Defeat: Charisma Diplomacy 8+# OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.

Barrier 3

Spoiler:
False Heroes
CotCT Barrier 6
Traits: Skirmish
To Defeat: None
Roll 1d4. Each local character summons and encounters the corresponding story bane:
1. Bandit 3. Rescue 2. Cultist 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.

Barrier 4

Spoiler:
Soultrapping Gem
CotCT Barrier 6
Traits: Magic Trap
To Defeat: None
Display this barrier. While displayed:
* You may not move or explore.
* At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier.
* When your location is closed, banish this barrier.

Barrier 5

Spoiler:
Curse of the Worm
CotCT Barrier 5
Traits: Curse Task
To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12
If undefeated, display this barrier.
While displayed:
* At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled.
* When a power would remove 1 of your scourges, you may instead banish this barrier.

Random Weapons:

Weapon 1
Spoiler:
Limning Starknife
CotCT Weapon 4
Traits: Finesse Knife Magic Melee Piercing Ranged Respect
To Acquire: Strength Dexterity Acrobatics Melee Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.

Weapon 2

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+#.

Weapon 3

Spoiler:
Ukwar Axe
CotCT Weapon 6
Traits: Axe Loot Magic Melee Slashing
To Acquire: Strength Melee 15
For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it.
Discard to explore. This exploration, on all checks against Undead banes, add 1d8.

Weapon 4

Spoiler:
Keen Spiked Chain
CotCT Weapon 5
Traits: 2-Handed Chain Finesse Magic Melee Piercing
To Acquire: Strength Acrobatics Melee 15
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it.
After playing this weapon, you may not play an Offhand boon this encounter.

Weapon 5

Spoiler:
Guardian Bow
CotCT Weapon 6
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 15
For your combat check, reveal to use Dexterity or Ranged + 1d8+3.
If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge.
After playing this weapon, you may not play an Offhand boon this encounter.

Random Spells:

Spell 1
Spoiler:
Scrying
CotCT Spell 5
Traits: Arcane Magic
To Acquire: Intelligence Arcane 14 OR Wisdom Divine 13
Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type.
Shuffle the location, then reload any set-aside cards into the location in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 16 or Divine 15 check to recharge it instead.

Spell 2

Spoiler:
Boneshatter
CotCT Spell 6
Traits: Arcane Attack Divine Magic
To Acquire: Intelligence Wisdom Arcane Divine 14
For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 16 check to recharge it instead.

Spell 3

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

Random Armor:

Armor 1
Spoiler:
Bearskin Armor
CotCT Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.

Armor 2

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

Armor 3

Spoiler:
Mantle of Faith
CotCT Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Divine Fortitude 15
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards.
* When you suffer any damage, you may bury to reduce it to 0.
* On a local check against a story bane, you may freely discard to add your Divine modifier.

Armor 4

Spoiler:
Greater Bolstering Armor
CotCT Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 14
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards.
* When you suffer any damage, you may bury to reduce it to 0.

Armor 5

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

Random Items:

Item 1
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.

Item 2

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

Item 3

Spoiler:
Fuse Grenade
CotCT Item 6
Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged
To Acquire: Intelligence Craft 14
For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8.
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits.
DURING RECOVERY
If proficient, you may succeed at a Craft 16 check to recharge this card.

Item 4

Spoiler:
Red War Paint
CotCT Item 4
Traits: Liquid Paint
To Acquire: Melee Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.

Item 5

Spoiler:
Third Eye
CotCT Item 6
Traits: Magic Object
To Acquire: Wisdom Arcane Divine Perception 13
Display. While displayed:
* At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it.
* On your Perception check, you may freely draw this card to add 1d10.
* You may freely reload to ignore a power that happens when you examine a card.

Random Allies:

Ally 1
Spoiler:
Darb Tuttle
CotCT Ally 6
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Divine 13
On a local check to close or to guard, recharge to add 2d12.
Discard to explore; if you encounter a barrier or a boon, recharge instead.

Ally 2

Spoiler:
Lyrune-quah Moon Maiden
CotCT Ally 5
Traits: Barbarian Human Loot Respect
To Acquire: Charisma Diplomacy 11
OR Summon And Defeat A Monster 0
Display. While displayed:
* On all combat and Fortitude 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 combat and Fortitude checks, add 3.

Ally 3

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

Ally 4

Spoiler:
Toff Ornelos
CotCT Ally 6
Traits: Aristocrat Human
To Acquire: Charisma Diplomacy 15 OR Arcane 13
On a local check that invokes the Magic trait, recharge to add 1d8.
Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6.

Ally 5

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

Random Blessings:

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

Blessing 2

Spoiler:
The Teamster
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Blessing 3

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

Blessing 4

Spoiler:
The Sickness
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Blessing 5

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

Turn: 3 Rivani/Greenclaw
Hour Power: On your check, the first item or ally played is played freely.

Hour: The Twin:
The Twin
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Cards Remaining in Hourglass: 21

Hourglass:

Turn 4 Nok-Nok/Shnik

Spoiler:
The Inquisitor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: You may not use powers to reroll dice.
To Acquire: Intelligence Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.

Turn 5 Raheli/Matsu Kurisu

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

Turn 6 Rivani/Greenclaw

Spoiler:
The Forge
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 7 Nok-Nok/Shnik

Spoiler:
The Demon's Lantern
CotCT Blessing 1
Traits: Harrow Veteran Veteran Suit: Keys
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.

Turn 8 Raheli/Matsu Kurisu

Spoiler:
The Keep
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 9 Rivani/Greenclaw

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

Turn 10 Nok-Nok/Shnik

Spoiler:
The Desert
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: When you move during your move step, bury a card.
To Acquire: Constitution Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.

Turn 11 Raheli/Matsu Kurisu

Spoiler:
The Cricket
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 12 Rivani/Greenclaw

Spoiler:
The Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 13 Nok-Nok/Shnik

Spoiler:
The Trumpet
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
When this is the hour: Ignore cards' before acting powers.
To Acquire: Constitution Divine 4+#
On a local check, bury to bless twice.
Discard to explore.

Turn 14 Raheli/Matsu Kurisu

Spoiler:
The Marriage
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 15 Rivani/Greenclaw

Spoiler:
The Survivor
CotCT Blessing 1
Traits: Harrow Veteran Suit: Shields
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.

Turn 16 Nok-Nok/Shnik

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

Turn 17 Raheli/Matsu Kurisu

Spoiler:
The Cyclone
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.

Turn 18 Rivani/Greenclaw

Spoiler:
The Juggler
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.

Turn 19 Nok-Nok/Shnik

Spoiler:
The Tyrant
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.

Turn 20 Raheli/Matsu Kurisu

Spoiler:
The Publican
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Turn 21 Rivani/Greenclaw

Spoiler:
The Idiot
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire: Intelligence Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.

Turn 22 Nok-Nok/Shnik

Spoiler:
The Eclipse
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire: Wisdom Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.

Turn 23 Raheli/Matsu Kurisu

Spoiler:
The Vision
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire: Intelligence Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.

Turn 24 Rivani/Greenclaw

Spoiler:
The Midwife
CotCT Blessing 1
Traits: Harrow Veteran Suit: Stars
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.

Forest
Traits: Wild
At This Location (Open): When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Nok-Nok/Shnik

Forest Card 1:
Villain Proxy V1
Core Villain 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy V1 definition.
Adventure: 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.
Scenario: While fewer than 2 villain proxies are displayed, you cannot guard and when you defeat a villain proxy, display it.
Location: When you defeat a monster, you may discard a card to explore.
Forest Card 2:
Banshee
CotCT Monster 5
Traits: Banshee Undead
To Defeat: Combat 21
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened.
If the check to defeat does not have the Magic trait, this monster is undefeated.
When you discard cards as damage, discard them from the top of your deck.
Adventure: 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.
Location: When you defeat a monster, you may discard a card to explore.
Forest Card 3:
Henchman Proxy A3
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.
Location: When you defeat a monster, you may discard a card to explore.
Forest Card 4:
The Liar
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Crowns blessing, add 1d8.
Forest Card 5:
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.
Adventure: 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.
Location: When you defeat a monster, you may discard a card to explore.

The Tangled Briar
Traits: Wild
At This Location (Open): When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
When Permanently Closed: When you would banish this location’s cards, instead shuffle them into a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

The Tangled Briar Card 1:
The Bear
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
When this is the hour: On your Strength check, add 2.
To Acquire: Strength Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
The Tangled Briar Card 2:
Accursed Priest
Core Monster 1
Traits: Cleric Undead Veteran
To Defeat: Combat 11+## OR Divine 8+##
Immune to Mental and Poison. No more than 1 Divine card may be played against this monster.
After acting, a local character buries a blessing.
Adventure: 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.
The Tangled Briar Card 3:
The Peacock
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire: Dexterity Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
The Tangled Briar Card 4:
Whisper of the First Lie
CotCT Item 5
Traits: Accessory Magic
To Acquire: Charisma Diplomacy 14
On a local Diplomacy check, freely recharge to add your Diplomacy.
On a local Diplomacy check, freely discard to reroll any number of dice.
When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead.
Adventure: 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.
The Tangled Briar Card 5:
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.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.
The Tangled Briar Card 6:
Villain Proxy V2
Core Villain 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy V2 definition.
Adventure: 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.
Scenario: While fewer than 2 villain proxies are displayed, you cannot guard and when you defeat a villain proxy, display it.
The Tangled Briar Card 7:
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.
Adventure: 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.
Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
The Tangled Briar Card 8:
Flanking Attack
CotCT Barrier 1
Traits: Skirmish Veteran Trigger
To Defeat: None
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Adventure: 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.
Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
The Tangled Briar Card 9:
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.
Adventure: 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.

Thicket
Traits: Wild
At This Location (Open): At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
Notes: The Real Rabbit Prince, Manananggal, Wyvern Poison, The Beating
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Raheli/Matsu Kurisu

Thicket Card 1:
Villain Proxy V3
Core Villain 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy V3 definition.
Adventure: 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.
Scenario: While fewer than 2 villain proxies are displayed, you cannot guard and when you defeat a villain proxy, display it.
Thicket Card 2:
The Beating
CotCT Blessing 1
Traits: Harrow Veteran Suit: Hammers
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Thicket Card 3:
The Real Rabbit Prince
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
Thicket Card 4:
Wyvern Poison
CotCT Item 5
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 12
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Adventure: 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.
Thicket Card 5:
Henchman Proxy A4
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.
Thicket Card 6:
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.
Adventure: 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.
Thicket Card 7:
Manananggal
CotCT Monster 5
Traits: Undead
To Defeat: Combat 20 THEN Combat 20
Immune to Mental and Poison.
Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated.
If undefeated, suffer the scourge Drained.
Adventure: 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.

Glade
Traits: Sacred Wild
At This Location (Open): When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Rivani/Greenclaw

Glade Card 1:
Obsession of Servitude
CotCT Barrier 5
Traits: Curse Task
To Defeat: Intelligence Perception 13 OR Wisdom 11
If undefeated, display this barrier.
While displayed:
* At the start of your turn, move to a random location.
* Evade boons you encounter.
* You may not play boons except during encounters with banes.
* When a power would remove 1 of your scourges, you may instead banish this barrier.
Adventure: 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.
Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
Glade Card 2:
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.
Adventure: 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.
Glade Card 3:
The Avalanche
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire: Dexterity Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
Glade Card 4:
Aid
Core Spell 0
Traits: Divine Magic Veteran
To Acquire: Wisdom Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
Adventure: 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.
Glade Card 5:
The Foreign Trader
CotCT Blessing 1
Traits: Harrow Veteran Suit: Books
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.
Adventure: 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.
Adventure: When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
Adventure: When you fail a check to acquire a Harrow blessing, you may shuffle it into your location.
Condition: For the rest of the adventure, on checks to acquire a Suit: Books blessing, add 1d8.
Glade Card 6:
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.
Adventure: 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.
Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
Glade Card 7:
Henchman Proxy A1
Core Henchman 0
Type: Proxy
Traits:
To Defeat: None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Adventure: 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.
Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a “Rabbit Spotted” success to the table coordinator.
Scenario: When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle a Proxy A and a number of new blessings equal to 1 less than the number of locations in a stack, then shuffle 1 into each location.
Scenario: After you encounter or evade a Proxy A, you may banish it.
Glade Card 8:
Troll
Core Monster 2
Traits: Troll Veteran
To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire.
Before acting, each local character suffers 1 Combat damage.
If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location.
Adventure: 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.
Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.

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