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

Game Master skizzerz


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Nok-Nok

Safe Haven:
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.

--------------------

Raheli

Death's Touch:
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.

--------------------

Rivani

Instrument of Agony:
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.


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

It is the hour of The Twin.
Hour Power: On your check, the first item or ally played is played freely.
Move Step: Examine top card of location: Obsession of Servitude. Shuffle deck and explore.
Random Card: 1d8 ⇒ 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.

Recharge Gem of Mental Acuity to use Intelligence die.
Dexterity 10: 1d12 + 1d8 ⇒ (11) + (1) = 12 Acquired!

Discard The Tangled Briar to explore again.
Random Card: 1d8 ⇒ 8 Troll. Encounter danger instead: New barrier.

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.

Recharge Mind Thrust to use Knowledge instead of Perception.
Recharge Salvator Scream to add 1d8.
Knowledge 11: 1d12 + 6 + 1d8 ⇒ (4) + 6 + (5) = 15 Defeated!

End Turn. Reset Hand.

Rivani wrote:

Hand: Life Drain, Swipe, Death's Touch, Blessing of Abadar, Instrument of Agony, The Avalanche,

Displayed:
Deck: 18 Discard: 1 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: N. hp: 6
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.


Nok-Nok's Deck Handler

Turn 4, The Inquisitor
Hour: You may not use powers to reroll dice.

Stay at Forest

Explore Forest #1 => Villain Proxy V1 (King of the Briar Patch)

BA, combat damage: 1d4 - 1 ⇒ (4) - 1 = 3 => recharge Mighty Steed & Blessing of Abadar, discard Safe Haven_B

Reveal Captain's Cutlass, reveal Evangelist, Raheli buries Blessing of the Savored Sting

Added value: 1d4 ⇒ 41d6 ⇒ 21d8 ⇒ 71d10 ⇒ 7 => 7

22: 1d8 + 1d6 + 1d4 + 15 ⇒ (1) + (6) + (1) + 15 = 23 => passed, no reroll due to hour power

Reveal Captain's Cutlass, reveal Evangelist, bury Blessing of the Mantis God

24: 3d8 + 1d6 + 1d4 + 8 ⇒ (6, 1, 8) + (6) + (4) + 8 = 33 => defeated, no reroll due to hour power

AA, combat damage: 1d4 - 1 ⇒ (3) - 1 = 2 => recharge Evangelist and Sorrowsoul

Villain Proxy V1 displayed

Forest closed!

"Vorpal rabbit lose own head!"

Move to The Tangled Briar

End turn

Forest closed, Proxy V1 displayed, Raheli buried Blessing of the Savored Sting

Nok-Nok wrote:

Hand: Fortune-Teller, Sawtooth Sabre +2, Menacing Backsword +1, Captain's Cutlass, Blessing of Maat, Quick-Change Mask, Shadowless Sword,

Displayed:
Deck: 11 Discard: 5 Buried: 1
"Hero Points: 6
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: Thicket
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.


Someone caught a glimpse of the rabbit!
-The current player at each table may search a location, then may banish a card from that location. (If the player is in an encounter, they must wait until after the encounter.)


“Hail, adventurers!” A voice rings out from above you. You glance up and see a large rabbit perched on one of the thorny branches above you. He’s dressed like a prince. He wears a tattered cloak, a broken sword at his hip, and a crown that gleams in the false moonlight. Although he dons a regal appearance, his eyes are all rabbit, pitch-black and staring right at you.

“A test for these fair wanderers… yes… Are they worthy?” You don’t know who he is talking to. “Catch me, defeat me in combat, wanderers; then shall I aid you in your escape from the Patchwork King!”

He declares his challenge with extreme confidence, then bounds off into the shadows of the woods. Behind him, the thorny vines seem to move and twist to block your path.

You can see smoke rising above the trees in the opposite direction of the rabbit. Perhaps if you just keep fighting through the woods, you can find your own way out without having to deal with the strange rabbit.


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


Raheli may search a location then may banish a card from that location, twice.

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.

Villain Proxies Displayed: 1

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

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 Avalanche (Blessing 6)

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.

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
4x 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:
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.

Monster 2

Spoiler:
Meladaemon
CotCT Monster 6
Traits: Fiend Outsider
To Defeat: Combat 24
Immune to Acid and Poison.
Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
If undefeated, suffer the scourge Plagued.

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:
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 5

Spoiler:
Orc Rager
CotCT Monster 2
Traits: Barbarian Orc Veteran
To Defeat: Combat 10+##
Before acting, suffer 1d4 Combat damage.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

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.

Barrier 3

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 4

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

Barrier 5

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.

Random Weapons:

Weapon 1
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 2

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 3

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 4

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.

Weapon 5

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.

Random Spells:

Spell 1
Spoiler:
Meteor Swarm
CotCT Spell 6
Traits: Arcane Attack Bludgeoning Magic
To Acquire: Intelligence Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 check to recharge it instead.

Spell 2

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 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:
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 5

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.

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:
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 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:
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 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:
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 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:
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 4

Spoiler:
Ring of Immolation
CotCT Item 5
Traits: Accessory Fire Magic Veteran
To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead.

Item 5

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.

Random Allies:

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

Ally 2

Spoiler:
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.

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:
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.

Ally 5

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.

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 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 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.

Blessing 4

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.

Blessing 5

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: Raheli/Matsu Kurisu
Hour Power: When another character avenges your encounter, heal 1d4 cards.

Hour: The Paladin:
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.

Cards Remaining in Hourglass: 19

Hourglass:

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.

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: Nok-Nok/Shnik

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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Rivani/Greenclaw
Notes: Obsession of Servitude (Barrier 5)

Glade Card 1:
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 2:
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 3:
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 4:
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 5:
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 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.

The Concordance

Deck handler link

Turn Order
Nok-Nok, Raheli, Rivani

Out of turn updates
add these cards into your hand: Death Touch
Raheli buried Blessing of the Savored Sting for Nok-Nok
Raheli may search a location then may banish a card from that location, twice.
The Tangled Briar Card 1: The Bear, Blessing 1
The Tangled Briar Card 2: Accursed Priest, Monster 1
The Tangled Briar Card 3: The Peacock, Blessing 1
The Tangled Briar Card 4: Whisper of the First Lie, Item 5
The Tangled Briar Card 5: Henchman Proxy A2 - banish
The Tangled Briar Card 6: Villain Proxy V2
The Tangled Briar Card 7: Ambush, Barrier 1,
The Tangled Briar Card 8: Flanking Attack, Barrier 1 - Banish
The Tangled Briar Card 9: Totem Klar, Armor 4

Hour = 5 Raheli: The Paladin
Hour Power When another character avenges your encounter, heal 1d4 cards.

Start of Turn
At: Thicket
SOT Dexterity 10(4+6): 1d10 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 - Success

Give: No
Move: No
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: Villain Proxy V3, Villain 0

King of the Briar Patch: Combat 10+## THEN Combat 12+## OR Perception Survival 4+#

Spoiler:
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.

BYA Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3 Snapping Turtle, rechargeing(Blessing of Norgorber) reduce to 0

Recovery Fire Barrage 3d6+12, Steal Soul +1d4
#1 combat 22(10+6+6): 3d6 + 12 + 1d4 ⇒ (2, 6, 1) + 12 + (2) = 23 - Success. Using Fire Barrage roll against second combat. Villain defeated & displayed

The Thicket - CLOSED
On close, move to The Tangled Briar

AYA Combat damage: 1d4 - 1 ⇒ (2) - 1 = 1 (Cleric of Nethys)

End of Turn
Remove marker on Snapping Turtle

Recovery
Fire Barrage: Arcane 14: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7 -> Fire Barrage discarded.

Reset
Discard
Draw up Evocation Staff (AD5), Channel the Gift, Ice Chemist

Summary
Report = Villain displayed

Location = The Thicket - CLOSED
Acquired =
Banished =
Displayed = 1: Villain Proxy V3,
Examined =

Location = The Tangled Briar SHUFFLED(1-4,6,7,9)
Banished = 5: Henchman Proxy A2, 8: Flanking Attack
Examined = 1: The Bear, Blessing 1, 2: Accursed Priest, 3: The Peacock, 4: Whisper of the First Lie, 6: Villain Proxy V2, 7: Ambush, 9: Totem Klar
Added =

From Box =

Displayed =
Give =
Used =

Other = On close, move to The Tangled Briar

"

Raheli wrote:

Hand: lt Death's Touch, Staff of Life (AD5), ac Risibeth, Blessing of Norgorber, Blessing of the Savored Sting, Augury,

Displayed: Snapping Turtle, Steal Soul,
Deck: 13 Discard: 3 Buried: 2
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wand of Flying (AD3), Evocation Staff (AD5), Blessing of the Seventh Veil, Channel the Gift, Staff of Minor Healing (AD3), Blessing of the Savored Sting (AD4), Samisen of Oracular Vision (AD5), Blessing of Nethys, Life Leech, Staff of Curses (AD4), Magnetic Grimoire (AD4), Ice Chemist, Varisian Illusionist
Recharged:
Discard Pile: Scarf of Storytelling (AD6), lt The Joke, Cleric of Nethys,
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

"


Raheli: 23 is not sufficient to beat The King of the Briar Patch's second Combat check (which is DC 24). You will need to do something in order to boost the check result from Fire Barrage. Some suggestions were posted in discord, and I'll assume that one of those happened for the below update. Please post your retcon, however.


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.

Villain Proxies Displayed: 2

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

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 Avalanche (Blessing 6)

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.

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
4x 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:
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 3

Spoiler:
Roc
CotCT Monster 4
Traits: Animal
To Defeat: Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

Monster 4

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

Monster 5

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.


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:
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:
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 4

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 5

Spoiler:
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.

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:
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 3

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 4

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.

Weapon 5

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

Random Spells:

Spell 1
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 2

Spoiler:
Sadomasochism
CotCT Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 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:
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 5

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:
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:
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 3

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 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:
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.

Random Items:

Item 1
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 2

Spoiler:
Staff of Greater Necromancy
CotCT Item 6
Traits: Arcane Attack Divine Loot Magic Staff
To Acquire: Arcane Divine 12
For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell.
If proficient, at the end of your turn, bury to heal 1d4+1 allies.

Item 3

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 4

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 5

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.

Random Allies:

Ally 1
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 2

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 3

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

Ally 4

Spoiler:
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.

Ally 5

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.

Random Blessings:

Blessing 1
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 2

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 3

Spoiler:
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.

Blessing 4

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.

Blessing 5

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.

Turn: 6 Rivani/Greenclaw
Hour Power: On your check, add 1 for each type of boon played.

Hour: The Forge:
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.

Cards Remaining in Hourglass: 18

Hourglass:

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.

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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Nok-Nok/Shnik, Raheli/Matsu Kurisu
Notes: The Bear, Accursed Priest, The Peacock, Whisper of the First Lie, Villian Proxy V2, Ambush, Totem Klar

The Tangled Briar Card 1:
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 2:
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 3:
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 4:
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: If you defeat and corner the final villain proxy, report a “Rabbit Captured” success to the table coordinator (also you win).
The Tangled Briar Card 5:
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 6:
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 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.”

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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Rivani/Greenclaw
Notes: Obsession of Servitude (Barrier 5)

Glade Card 1:
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 2:
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 3:
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 4:
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 5:
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 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.


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

It is the hour of The Forge.
When this is the hour: On your check, add 1 for each type of boon played.
Move Step: Examine top card of location: Lyrune-quah Truthspeaker. Shuffled the deck and explore.
Random Card: 1d6 ⇒ 1

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.

Auto Fail the check. Banish the boon.

Discard The Avalanche to explore again.
Random Card: 1d5 + 1 ⇒ (5) + 1 = 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.

Death's Touch.
Combat (Arcane) 22: 1d12 + 6 + 3d6 + 3 + 1 ⇒ (6) + 6 + (4, 6, 1) + 3 + 1 = 27 Defeated!

End Turn.
Recharge Life Drain to add 1d4 to recharge check.
Recharge Death's Touch (Arcane) 12: 1d20 + 6 + 1d4 + 1 ⇒ (8) + 6 + (3) + 1 = 18
Reset Hand.

Rivani wrote:

Hand: Blessing of Pharasma 2, Swipe, Blessing of Abraxas, Blessing of Abadar, Instrument of Agony, Ghost Whip,

Displayed:
Deck: 17 Discard: 2 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: N. hp: 6
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 Concordance

Deck handler link
BR skizzerz wrote:
Raheli: 23 is not sufficient to beat The King of the Briar Patch's second Combat check (which is DC 24). You will need to do something in order to boost the check result from Fire Barrage. Some suggestions were posted in discord, and I'll assume that one of those happened for the below update. Please post your retcon, however.

Recharging Cleric of Nethys +2 on Villains second combat = 25, defeated

ac Risibeth discarded for AYA damage instead

Samisen of Oracular Vision (AD5) drawn into hand

"

Raheli wrote:

Hand: lt Death's Touch, Staff of Life (AD5), Samisen of Oracular Vision (AD5), Evocation Staff (AD5), Channel the Gift, Ice Chemist,

Displayed: Snapping Turtle, Steal Soul,
Deck: 12 Discard: 4 Buried: 3
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), Blessing of the Seventh Veil, Blessing of Nethys, Staff of Curses (AD4), Magnetic Grimoire (AD4), Varisian Illusionist, Staff of Minor Healing (AD3), Wand of Flying (AD3), Augury
Recharged: Blessing of Norgorber, Cleric of Nethys,
Discard Pile: Scarf of Storytelling (AD6), lt The Joke, ac Risibeth, Fire Barrage,
Buried Pile: lt Landshark Whelp, Good Omen (Core), Blessing of the Savored Sting,

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

"


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


Nok-Nok's Deck Handler

Turn 7, The Demon's Lantern
Hour: On your check against a barrier, the difficulty is increased by 3.

Special interaction, search The Tangled Briar, remove Accursed Priest (#3)

Stay at The Tangled Briar
Reveal Fortune-Teller, Boon, random: 1d6 ⇒ 3 => #4 => Villain Proxy V2 (King of the Briar Patch)

Rivani plays Instrument of Agony on Nok-Nok

Explore The Tangled Briar #4 => Villain Proxy V2 (King of the Briar Patch)

Rivani can guard Glade

Won't spoiler the fight, since closing is pretty much assured and success on the combat checks is automatic

BA combat damage: 1d4 - 1 ⇒ (3) - 1 = 2 => recharge Fortune-Teller and Quick-Change Mask

Reveal & discard Sawtooth Sabre +2, discard Captain's Cutlass for Instrument of Agony

Combat 22: 3d8 + 1d6 + 1d4 + 20 ⇒ (5, 4, 7) + (3) + (3) + 20 = 42 => passed, next check reduced by 5

Reveal & discard Shadowless Sword

Combat 19: 3d8 + 1d4 + 14 ⇒ (3, 3, 5) + (3) + 14 = 28 => defeated

AA combat damage: 1d4 - 1 ⇒ (3) - 1 = 2 => recharge Blessing of Maat and Menacing Backsword +1

"Nok-Nok tickled by spiky spikes, caught rabbit go yikes!"

The Tangled Briar closed!

WPC, cards shuffled into Glade

Assuming Rivani closed the Glade, scenario won!


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

Rivani recharges 3 boons to close the Glade.


Development

The rabbit doesn’t concede gracefully, but eventually you are able to tease details from him. Both he and Zassrion seek to escape this world. However, while Zassrion wants to kill you and power himself with your essence, the King of the Briar Patch just wants the other half of his sword.

He swears that once he has it, he will show you a secret path out of this realm. For now, he shows you a path out of the woods and points you to the place where Zassrion, and the rabbit’s sword, await.

Reward

If playing for advancement, gain a Hero Point.

Loot: the blessing The Tangled Briar

Adventure card society characters may choose a bonus deck upgrade.

If you won by cornering King of the Briar Patch: When forced to reroll a die by The Rabbit Prince, you may choose any die you rolled instead of the highest. Additionally, Loot: the blessing The Rabbit Prince.

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.
The Rabbit Prince:
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.

Boon

Roll a d20 in the discussion thread, a natural 20 wins.

Acquired Cards

Death's Touch (Spell 4)
Instrument of Agony (Spell 4)
Landshark Whelp (Ally 4)
Risibeth (Ally 5)
Safe Haven (Spell 4)
Salvator Scream (Ally 4)
The Avalanche (Blessing 6)
The Brass Dwarf (Blessing 6)
The Joke (Blessing 6)
The Tangled Briar (Blessing 6)
Wolverine (Ally 3)

3x Spell 4
1x Ally 5
2x Ally 4
1x Ally 3
4x Blessing 6

Post your upgrades, boon roll, and what you are doing with your hero point in the discussion thread, not here. After you are done with upgrades, post your opening hand for the next scenario (everyone starts at the Ruin). It begins tomorrow.


6-99C: The Waxworks

You see the smoke before anything else, rising up in twin streams from the canopy and collecting in the dome of the sky. Then you see the ruined manor, sprawling and crumbling all at once, as if the building had taken a big sigh and began to settle wherever it landed.

Just as smoke spews from the chimneys, people spew out the doors. It’s more of the copies, the same people over and over again. They come out in bursts and scatter into the woods, probably looking for you. You’ll have to sneak past them to make your way inside.


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 #.

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

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

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: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, Wax Constructs - Proxy A

Laboratory
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Ruin
Traits: Urban
At This Location (Open): When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik, Raheli/Matsu Kurisu, Rivani/Greenclaw

The Waxworks A
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks B
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks C
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Concordance

Deck handler link

Raheli - Start
- 6-99C: The Waxworks

Cohort
= Snapping Turtle

Card Upgrade
= Blessing of the All-Seeing Eye (AD6) in, Blessing of Nethys out
= Summon Hellhounds (AD4) in, Good Omen out

Loot swaps
= The Tangled Briar, Blessing of Norgorber out

Starting location
- Ruin

Starting Hand
"

Raheli wrote:

Hand: Ice Chemist, Steal Soul, Augury, Channel the Gift, Life Leech, Samisen of Oracular Vision (AD5),

Displayed: Snapping Turtle,
Deck: 17 Discard: 0 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Norgorber, Staff of Curses (AD4), Scarf of Storytelling (AD6), Blessing of the Savored Sting, Evocation Staff (AD5), Cleric of Nethys, Wand of Flying (AD3), Staff of Life (AD5), Fire Barrage, Staff of Minor Healing (AD3), Blessing of Nethys, lt The Tangled Briar, Summon Hellhounds, Magnetic Grimoire (AD4), Blessing of the Seventh Veil, Varisian Illusionist, Blessing of the Savored Sting (AD4)
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.)
[X] 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 Harrow Suit: Shields condition has been met!
-Each character may draw a new armor.
-For the rest of the adventure, on checks to acquire a Suit: Shields blessing, add 1d8.


Shields

Nok-Nok

Greater Bolstering Armor:
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.

--------------------

Raheli

Totem Klar:
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.

--------------------

Rivani

Moon Maiden Armor:
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.


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

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.
For the rest of the adventure, on checks to acquire a Suit: Shields blessing, add 1d8.

Story Banes:

Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, 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:

Greater Bolstering Armor (Armor 6)

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.

Moon Maiden Armor (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.

Totem Klar (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.

1x Armor 6
2x Armor 4

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:
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.

Monster 3

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

Monster 4

Spoiler:
Orc Rager
CotCT Monster 2
Traits: Barbarian Orc Veteran
To Defeat: Combat 10+##
Before acting, suffer 1d4 Combat damage.

Monster 5

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.

Random Barriers:

Barrier 1
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 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:
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:
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 5

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.

Random Weapons:

Weapon 1
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 2

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 3

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 4

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 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:
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 2

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 3

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 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.

Spell 5

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.

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:
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 3

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 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:
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.

Random Items:

Item 1
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 2

Spoiler:
Fireball Beads
CotCT Item 4
Traits: Accessory Arcane Attack Fire Magic
To Acquire: Intelligence Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.

Item 3

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 4

Spoiler:
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.

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:
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 2

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.

Ally 3

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.

Ally 4

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 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 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.

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 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.

Blessing 4

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 5

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: 1 Raheli/Matsu Kurisu
Hour Power: On your check, you may discard a card to reroll a die showing 1.

Hour: The Juggler:
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.

Cards Remaining in Hourglass: 23

Hourglass:

Turn 2 Rivani/Greenclaw

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 3 Nok-Nok/Shnik

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 4 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 5 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 6 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 7 Raheli/Matsu Kurisu

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 8 Rivani/Greenclaw

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 9 Nok-Nok/Shnik

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.

Turn 10 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 11 Rivani/Greenclaw

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 12 Nok-Nok/Shnik

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.

Turn 13 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 14 Rivani/Greenclaw

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 15 Nok-Nok/Shnik

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.

Turn 16 Raheli/Matsu Kurisu

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 17 Rivani/Greenclaw

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.

Turn 18 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 19 Raheli/Matsu Kurisu

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Turn 20 Rivani/Greenclaw

Spoiler:
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.

Turn 21 Nok-Nok/Shnik

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 22 Raheli/Matsu Kurisu

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 23 Rivani/Greenclaw

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.

Turn 24 Nok-Nok/Shnik

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.

Laboratory
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Laboratory Card 1:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 2:
Ring of Immolation
CotCT Item 5
Traits: Accessory Fire Magic Veteran
To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal 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.
Laboratory Card 3:
Divine Blaze
CotCT Spell 4
Traits: Attack Divine Fire Magic
To Acquire: Wisdom Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
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.
Laboratory Card 4:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 5:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 6:
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.
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 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.
Laboratory Card 7:
Sadomasochism
CotCT Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 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.
Laboratory Card 8:
Zassrion the Tyrant
TotH Story Bane 1
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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 defeat a bane, suffer 1 Acid damage.

Ruin
Traits: Urban
At This Location (Open): When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik, Raheli/Matsu Kurisu, Rivani/Greenclaw

Ruin Card 1:
Yzahnum the Efreeti
CotCT Monster 6
Traits: Fire Outsider
To Defeat: Combat 23
Before acting, roll 1d6.
1-2. This monster is evaded; add the new location Twisting Passages and move to it.
3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
5-6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
Note: The loot is treated as an acquired card for the purposes of deck upgrades, but you only get to keep it for this scenario.
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 a monster is undefeated, shuffle a new monster into the location.
Ruin Card 2:
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.
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.
Ruin Card 3:
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.
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.
Ruin Card 4:
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.
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.
Ruin Card 5:
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.
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.
Ruin Card 6:
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.
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.
Ruin Card 7:
Phantasmal Apparition
CotCT Barrier 1
Traits: Curse Task Trigger Veteran
To Defeat: Intelligence Knowledge 6+# OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
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.
Ruin Card 8:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When a monster is undefeated, shuffle a new monster into the location.

The Waxworks A
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks A Card 1:
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.
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 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: Stars blessing, add 1d8.
The Waxworks A Card 2:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks A 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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks A Card 4:
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.
The Waxworks A Card 5:
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.
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 Waxworks A Card 6:
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.
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 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.
The Waxworks A Card 7:
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.
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 Waxworks A 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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.

The Waxworks B
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks B Card 1:
Meteor Swarm
CotCT Spell 6
Traits: Arcane Attack Bludgeoning Magic
To Acquire: Intelligence Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 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.
The Waxworks B Card 2:
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.
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 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: Shields blessing, add 1d8.
The Waxworks B Card 3:
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.
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 Waxworks B Card 4:
Shining Child
CotCT Monster 5
Traits: Fire Outsider
To Defeat: Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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 Waxworks B Card 5:
Marzalee the Weaver
TotH Story Bane 1
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks B Card 6:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
The Waxworks B Card 7:
Card Caster
CotCT Ally 0
Traits: Human Magus Harrow
To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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 an ally, suffer damage as if it were a monster.
The Waxworks B Card 8:
The Unicorn
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: Your check to acquire is blessed.
To Acquire: Charisma Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
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 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 Waxworks C
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks C Card 1:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks C Card 2:
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.
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 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: Stars blessing, add 1d8.
The Waxworks C Card 3:
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.
The Waxworks C Card 4:
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.
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 Waxworks C Card 5:
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.
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 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 Waxworks C Card 6:
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.
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 Waxworks C Card 7:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks C Card 8:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.

The Concordance

Deck handler link

Turn Order
Raheli, Rivani, Nok-Nok,

Out of turn updates
add these cards into your hand: Totem Klar

Hour = 1 Raheli: The Juggler
Hour Power On your check, you may discard a card to reroll a die showing 1.

Start of Turn
At: Ruin

Give: No
Move: No
At This Location:When a monster is undefeated, shuffle a new monster into the location.

Augury(Monster)
1: Yzahnum the Efreeti, Monster 6 - On bottom
2: Shapechange, Spell 6 - Shuffled
3: Trapped Chest, Barrier 1 - Shuffled

Free explore Top card 2-8: 1d7 + 1 ⇒ (1) + 1 = 2 = 2: Shapechange, Spell 6: Arcane 13

Spoiler:
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.
[ooc]Text is changed in errata
"Display this card and choose one:
While displayed, treat your Strength, Dexterity, and Constitution skills as 1d12+2.
While displayed, treat your hand size as 3.
While displayed, treat your hand size as 7.
While displayed, treat your hand size as 10.
At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card."

Arcane 1d8+2+2, Raheli.Item shuffle(Samisen of Oracular Vision (AD5)) +1d4+5
Arcane 13: 1d8 + 2 + 2 + 1d4 + 5 ⇒ (3) + 2 + 2 + (2) + 5 = 14 - Acquired

Display ac Shapechange: While displayed, treat your hand size as 10.

Discard Ice Chemist, explore +1d8 cold on Combat or Disable Top card 3-8: 1d6 + 2 ⇒ (2) + 2 = 4 = 4: Fuse Grenade, Item 6: Intelligence 14

Spoiler:
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.

Intelligence 1d8+2,
Arcane 13: 1d8 + 2 + 2 + 1d4 + 5 ⇒ (5) + 2 + 2 + (2) + 5 = 16

Pausing turn. Need to see what is available for support as I really want Item 6


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

Hand: Pyrotechnic Blast, Swipe, Blessing of Abraxas, Javelin of Lightning, Gem of Mental Acuity, Ring of Psychic Mastery,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes: Use blessings or signs as needed. Reroll used: N. hp: 6
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 ([X] or top 3 cards) of your location deck, then you may shuffle the deck.


Nok-Nok's Deck Handler

Start at Ruin

Sorrowsoul gets upgraded to Heister

Blessing of the Midnight Lord gets replaced with Loot The Theater
Blessing of Abadar gets replaced with Loot The Rabbit Prince

Nok-Nok wrote:

Hand: Quick-Change Mask, Blessing of the Mantis God, The Theater_L, Fortune-Teller, Shadowless Sword, The Rabbit Prince_L, Evangelist,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Hero Points: 7
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: Thicket
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

Actually, Blessing of Abraxas was swapped out for deck upgrade which I've just applied to my deck handler. Blessing of the Seventh Veil is in hand.

The Concordance

Deck handler link

Continuing turn
4: Fuse Grenade, Item 6: Intelligence 14
Intelligence 1d8+2, Rivani discards Blessing of the Seventh Veil +2d8
Arcane 13: 1d8 + 2 + 2d8 ⇒ (5) + 2 + (1, 8) = 16 - Acquired

End of Turn

Recovery
Augury: Arcane 8: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5 -> Augury discarded.

Reset
Discard
Draw up lt The Tangled Briar, Cleric of Nethys, Blessing of the Seventh Veil, Blessing of the Savored Sting, Evocation Staff (AD5)

Summary
Report =

Location = Ruin SHUFFLED(2-3,5-8),1
Acquired = 2: Shapechange, 4: Fuse Grenade
Banished =
Examined = 3: Trapped Chest, 1: Yzahnum the Efreeti, - On bottom
Added =

From Box =

Displayed =
Give =
Used = Rivani discards Blessing of the Seventh Veil

Other =

"

Raheli wrote:

Hand: Steal Soul, Channel the Gift, Life Leech, lt Totem Klar, ac Fuse Grenade, lt The Tangled Briar, Cleric of Nethys, Blessing of the Seventh Veil, Blessing of the Savored Sting, Evocation Staff (AD5),

Displayed: Snapping Turtle, ac Shapechange,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Magnetic Grimoire (AD4), Staff of Curses (AD4), Wand of Flying (AD3), Staff of Minor Healing (AD3), Blessing of Nethys, Samisen of Oracular Vision (AD5), Blessing of Norgorber, Varisian Illusionist, Blessing of the Savored Sting (AD4), Staff of Life (AD5), Fire Barrage, Summon Hellhounds, Scarf of Storytelling (AD6)
Recharged:
Discard Pile: Ice Chemist, Augury,
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.)
[X] 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 Harrow Suit: Hammers condition has been met!
-Each character may draw a new weapon.
-For the rest of the adventure, on checks to acquire a Suit: Hammers blessing, add 1d8.

The Concordance

Deck handler link

Correcting shape change
Return cards to deck
Cleric of Nethys
Blessing of the Seventh Veil
Blessing of the Savored Sting
Evocation Staff (AD5)

"

Raheli wrote:

Hand: Steal Soul, Channel the Gift, Life Leech, lt Totem Klar, ac Fuse Grenade, lt The Tangled Briar,

Displayed: Snapping Turtle, ac Shapechange,
Deck: 17 Discard: 2 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded: Evocation Staff (AD5), Cleric of Nethys, Blessing of the Seventh Veil, Blessing of the Savored Sting,
Middle of Deck (Unknown Order): Staff of Life (AD5), Scarf of Storytelling (AD6), Magnetic Grimoire (AD4), Blessing of Norgorber, Fire Barrage, Blessing of Nethys, Wand of Flying (AD3), Summon Hellhounds, Staff of Minor Healing (AD3), Blessing of the Savored Sting (AD4), Samisen of Oracular Vision (AD5), Varisian Illusionist, Staff of Curses (AD4)
Recharged:
Discard Pile: Ice Chemist, Augury,
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.)
[X] 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 Waxworks condition has been met!
-When playing scenario C, at The Waxworks, when you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.


Hammers

Nok-Nok

Deathbane Sling:
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.

--------------------

Raheli

Commander's Falchion:
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.

--------------------

Rivani

Fury's Trident:
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.


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

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.
For the rest of the adventure, on checks to acquire a Suit: Shields blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Hammers blessing, add 1d8.
When playing scenario C, at The Waxworks, when you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.

Story Banes:

Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, 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:

Commander's Falchion (Weapon 6)

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.

Deathbane Sling (Weapon 5)

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.

Fury's Trident (Weapon 6)

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.

Fuse Grenade (Item 6)

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.

Greater Bolstering Armor (Armor 6)

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.

Moon Maiden Armor (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.

Shapechange (Spell 6)

Spoiler:
Shapechange
CotCT Spell 6
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 13
Display. While displayed:
* 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.

Totem Klar (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.

2x Weapon 6
1x Weapon 5
1x Spell 6
1x Armor 6
2x Armor 4
1x Item 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:
Orc Rager
CotCT Monster 2
Traits: Barbarian Orc Veteran
To Defeat: Combat 10+##
Before acting, suffer 1d4 Combat damage.

Monster 2

Spoiler:
Roc
CotCT Monster 4
Traits: Animal
To Defeat: Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

Monster 3

Spoiler:
Sczarni Thief
CotCT Monster 1
Traits: Human Rogue Veteran
To Defeat: Combat 9+## OR Stealth 5+#
Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage.
If undefeated, bury either a random item from your discards or the top card of your deck.

Monster 4

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

Monster 5

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.

Random Barriers:

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

Barrier 4

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

Barrier 5

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

Random Weapons:

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

Weapon 2

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 3

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 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:
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.

Random Spells:

Spell 1
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 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:
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 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:
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:
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:
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:
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:
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 5

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.

Random Items:

Item 1
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 2

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.

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:
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:
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.

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:
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 3

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 4

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 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 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.

Blessing 2

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.

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 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: 2 Rivani/Greenclaw
Hour Power: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.

Hour: The Tyrant:
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.

Cards Remaining in Hourglass: 22

Hourglass:

Turn 3 Nok-Nok/Shnik

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 4 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 5 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 6 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 7 Raheli/Matsu Kurisu

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 8 Rivani/Greenclaw

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 9 Nok-Nok/Shnik

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.

Turn 10 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 11 Rivani/Greenclaw

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 12 Nok-Nok/Shnik

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.

Turn 13 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 14 Rivani/Greenclaw

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 15 Nok-Nok/Shnik

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.

Turn 16 Raheli/Matsu Kurisu

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 17 Rivani/Greenclaw

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.

Turn 18 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 19 Raheli/Matsu Kurisu

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Turn 20 Rivani/Greenclaw

Spoiler:
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.

Turn 21 Nok-Nok/Shnik

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 22 Raheli/Matsu Kurisu

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 23 Rivani/Greenclaw

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.

Turn 24 Nok-Nok/Shnik

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.

Laboratory
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Laboratory Card 1:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 2:
Ring of Immolation
CotCT Item 5
Traits: Accessory Fire Magic Veteran
To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal 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.
Laboratory Card 3:
Divine Blaze
CotCT Spell 4
Traits: Attack Divine Fire Magic
To Acquire: Wisdom Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
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.
Laboratory Card 4:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 5:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 6:
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.
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 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.
Laboratory Card 7:
Sadomasochism
CotCT Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 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.
Laboratory Card 8:
Zassrion the Tyrant
TotH Story Bane 1
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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 defeat a bane, suffer 1 Acid damage.

Ruin
Traits: Urban
At This Location (Open): When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik, Raheli/Matsu Kurisu, Rivani/Greenclaw
Notes: Yzahnum the Efreeti, Trapped Chest

Ruin Card 1:
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.
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.
Ruin Card 2:
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.
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.
Ruin Card 3:
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.
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.
Ruin Card 4:
Phantasmal Apparition
CotCT Barrier 1
Traits: Curse Task Trigger Veteran
To Defeat: Intelligence Knowledge 6+# OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
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.
Ruin Card 5:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
Location: When a monster is undefeated, shuffle a new monster into the location.
Ruin Card 6 (Yzahnum the Efreeti):
Yzahnum the Efreeti
CotCT Monster 6
Traits: Fire Outsider
To Defeat: Combat 23
Before acting, roll 1d6.
1-2. This monster is evaded; add the new location Twisting Passages and move to it.
3-4. Treat every feat on your character and role card as unchecked until the end of the turn.
5-6. Bury your discards, then discard your hand.
If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle.
Note: The loot is treated as an acquired card for the purposes of deck upgrades, but you only get to keep it for this scenario.
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 a monster is undefeated, shuffle a new monster into the location.

The Waxworks A
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks A Card 1:
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.
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 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: Stars blessing, add 1d8.
The Waxworks A Card 2:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks A 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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks A Card 4:
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.
The Waxworks A Card 5:
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.
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 Waxworks A Card 6:
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.
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 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.
The Waxworks A Card 7:
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.
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 Waxworks A 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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.

The Waxworks B
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks B Card 1:
Meteor Swarm
CotCT Spell 6
Traits: Arcane Attack Bludgeoning Magic
To Acquire: Intelligence Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 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.
The Waxworks B Card 2:
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.
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 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: Shields blessing, add 1d8.
The Waxworks B Card 3:
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.
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 Waxworks B Card 4:
Shining Child
CotCT Monster 5
Traits: Fire Outsider
To Defeat: Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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 Waxworks B Card 5:
Marzalee the Weaver
TotH Story Bane 1
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks B Card 6:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
The Waxworks B Card 7:
Card Caster
CotCT Ally 0
Traits: Human Magus Harrow
To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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 an ally, suffer damage as if it were a monster.
The Waxworks B Card 8:
The Unicorn
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: Your check to acquire is blessed.
To Acquire: Charisma Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
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 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 Waxworks C
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks C Card 1:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks C Card 2:
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.
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 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: Stars blessing, add 1d8.
The Waxworks C Card 3:
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.
The Waxworks C Card 4:
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.
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 Waxworks C Card 5:
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.
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 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 Waxworks C Card 6:
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.
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 Waxworks C Card 7:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks C Card 8:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.


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

Off turn: Discard (bury) Blessing of the Seventh Veil for Raheli's check.
It is the hour of The Tyrant
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
Move step: Examine top 3 cards of location deck: Ukwar Axe, The Dance, Trapped Chest. Shuffle deck and explore.
Random Card: 1d6 ⇒ 3

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.
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.

Discard Pyrotechnic Blast to use Arcane skill + 2d4.
Arcane 13: 1d12 + 6 + 2d4 ⇒ (4) + 6 + (4, 4) = 18 Defeated!
Summon random spell:
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.

Ask for Tangled Briar from Raheli.
Arcane 14: 2d12 + 6 ⇒ (6, 10) + 6 = 22 Acquired!

Rivani casts her mind out to foresee what lies ahead. Sensing a magical chest, the psychic conjures a tendril of fire to melt the chest's lock to reveal a powerful spell scroll inside!

End Turn.
Recharge Pyrotechnic Blast (Arcane) 8: 1d12 + 6 ⇒ (4) + 6 = 10
Reset Hand.

Rivani wrote:

Hand: Boneshatter, Swipe, Fury's Trident, Javelin of Lightning, Gem of Mental Acuity, Ring of Psychic Mastery,

Displayed:
Deck: 17 Discard: 0 Buried: 1
Notes: Use blessings or signs as needed. Reroll used: N. hp: 6
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 ([X] or top 3 cards) of your location deck, then you may shuffle the deck.


Nok-Nok's Deck Handler

Turn 3, The Big Sky
Hour: At the start of your turn, you may remove 1 of your scourges.

SoT, no effect

Stay at Ruin

Reveal Fortune-Teller, Boon, Ruin #: 1d5 ⇒ 4 => 5 => Henchman Proxy A1 (Wax Construct)

Explore Ruin #5 => Henchman Proxy A1 (Wax Construct)

Reveal Evangelist, discard The Rabbit Prince_L

Disable 12: 2d10 + 8 ⇒ (2, 6) + 8 = 16 => defeated

AA, discard Deathbane Sling_B

Closing time, encounter Wax Construct

Reveal Evangelist, bury Blessing of the Mantis God

Disable 12: 3d10 + 8 ⇒ (6, 5, 3) + 8 = 22 => defeated

AA, bury Deathbane Sling_B

Ruin closed!

WPC, shuffle new monster into every other location

Move to Laboratory, everyone else must move

I'll move to a Waxworks on my next turn, didn't feel like recharging any cards from the Fire damage

Though there are a lot of monsters and wax people, the group manages to advances further into the manor.

End turn

Ruin closed, new monster in every location, Raheli and Rivani must move

Nok-Nok wrote:

Hand: Quick-Change Mask, Greater Bolstering Armor_B, The Theater_L, Fortune-Teller, Shadowless Sword, Captain's Cutlass, Evangelist,

Displayed:
Deck: 13 Discard: 1 Buried: 2
"Hero Points: 7
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: empty Waxworks
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 heat within the waxworks is oppressive, and the smell is something truly wretched. There are earthy undertones of boiling fat and a sticky quality of wax gripping to the back of your throat. You feel it in the air, collecting on your skin in a thin layer.

To top it all off, the place is full of enemies. You hear their footsteps everywhere. At one point, you find one of the wells from which they are being birthed. It’s a deep well, covered in so much wax it looks like a hollowed-out candle. A terrifying creature resembling a giant ant pulls the duplicates out of the muck, using her mandibles to clean remnants of filth from her malformed creation. Her clacking legs echo through the halls as she moves from well to well, working hard to produce the Patchwork King’s ramshackle army.

As you move through the manor, you glance back and for a moment see waxy replicas of yourself. The copies wear the same equipment as you but sport the same rictus grin as the rest of the fakes. A burst of steam rushes from a pipe in the wall between you and your doubles, and when it passes, they’ve vanished. You better keep moving, too.


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

Rivani will also move to the Laboratory.


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

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.
For the rest of the adventure, on checks to acquire a Suit: Shields blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Hammers blessing, add 1d8.
When playing scenario C, at The Waxworks, when you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.

Story Banes:

Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, 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:

Boneshatter (Spell 6)

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.

Commander's Falchion (Weapon 6)

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.

Deathbane Sling (Weapon 5)

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.

Fury's Trident (Weapon 6)

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.

Fuse Grenade (Item 6)

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.

Greater Bolstering Armor (Armor 6)

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.

Moon Maiden Armor (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.

Shapechange (Spell 6)

Spoiler:
Shapechange
CotCT Spell 6
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 13
Display. While displayed:
* 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.

Totem Klar (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.

2x Weapon 6
1x Weapon 5
2x Spell 6
1x Armor 6
2x Armor 4
1x Item 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:
Ogre
Core Monster 0
Traits: Giant Ogre Veteran
To Defeat: Combat 12+##
Before acting, each local character suffers 1 Combat damage.

Monster 2

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.

Monster 3

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

Monster 4

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 5

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.

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:
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 3

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 4

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

Barrier 5

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.

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

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:
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.

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:
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 2

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 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:
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 5

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.

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:
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 3

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 4

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 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:
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 2

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 3

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 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:
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.

Random Allies:

Ally 1
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.

Ally 2

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 3

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 4

Spoiler:
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.

Ally 5

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.

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 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.

Blessing 3

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.

Blessing 4

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.

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: 4 Raheli/Matsu Kurisu
Hour Power: When you would discard an ally, recharge it instead.

Hour: The Publican:
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.

Cards Remaining in Hourglass: 20

Hourglass:

Turn 5 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 6 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 7 Raheli/Matsu Kurisu

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 8 Rivani/Greenclaw

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 9 Nok-Nok/Shnik

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.

Turn 10 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 11 Rivani/Greenclaw

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 12 Nok-Nok/Shnik

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.

Turn 13 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 14 Rivani/Greenclaw

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 15 Nok-Nok/Shnik

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.

Turn 16 Raheli/Matsu Kurisu

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 17 Rivani/Greenclaw

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.

Turn 18 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 19 Raheli/Matsu Kurisu

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Turn 20 Rivani/Greenclaw

Spoiler:
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.

Turn 21 Nok-Nok/Shnik

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 22 Raheli/Matsu Kurisu

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 23 Rivani/Greenclaw

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.

Turn 24 Nok-Nok/Shnik

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.

Laboratory
Traits: Urban
At This Location (Open): When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Nok-Nok/Shnik, Raheli/Matsu Kurisu, Rivani/Greenclaw

Laboratory Card 1:
Zassrion the Tyrant
TotH Story Bane 1
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 2:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 3:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 4:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 5:
Sadomasochism
CotCT Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 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.
Laboratory Card 6:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 7:
Divine Blaze
CotCT Spell 4
Traits: Attack Divine Fire Magic
To Acquire: Wisdom Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
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.
Laboratory Card 8:
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.
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 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.
Laboratory Card 9:
Ring of Immolation
CotCT Item 5
Traits: Accessory Fire Magic Veteran
To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal 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 Waxworks A
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks A Card 1:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
The Waxworks A Card 2:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks A Card 3:
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.
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 Waxworks A Card 4:
Meladaemon
CotCT Monster 6
Traits: Fiend Outsider
To Defeat: Combat 24
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
If undefeated, 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.
The Waxworks A Card 5:
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.
The Waxworks A Card 6:
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.
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 Waxworks A Card 7:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks A Card 8:
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.
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 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.
The Waxworks A Card 9:
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.
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 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: Stars blessing, add 1d8.

The Waxworks B
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks B Card 1:
Meteor Swarm
CotCT Spell 6
Traits: Arcane Attack Bludgeoning Magic
To Acquire: Intelligence Arcane 15
For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 17 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.
The Waxworks B Card 2:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
The Waxworks B Card 3:
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.
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 Waxworks B Card 4:
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.
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 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: Shields blessing, add 1d8.
The Waxworks B Card 5:
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.
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 Waxworks B Card 6:
Card Caster
CotCT Ally 0
Traits: Human Magus Harrow
To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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 an ally, suffer damage as if it were a monster.
The Waxworks B Card 7:
Shining Child
CotCT Monster 5
Traits: Fire Outsider
To Defeat: Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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 Waxworks B Card 8:
The Unicorn
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: Your check to acquire is blessed.
To Acquire: Charisma Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
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 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 Waxworks B Card 9:
Marzalee the Weaver
TotH Story Bane 1
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.

The Waxworks C
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks C Card 1:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks C Card 2:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
The Waxworks C Card 3:
Perplexing Text
Core Barrier 1
Traits: Cache Veteran
To Defeat: Intelligence Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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 Waxworks C Card 4:
Orc Rager
CotCT Monster 2
Traits: Barbarian Orc Veteran
To Defeat: Combat 10+##
Before acting, suffer 1d4 Combat 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.
The Waxworks C Card 5:
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.
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 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: Stars blessing, add 1d8.
The Waxworks C Card 6:
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.
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 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 Waxworks C Card 7:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks C Card 8:
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.
The Waxworks C Card 9:
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.
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 Concordance

Deck handler link

Turn Order
Raheli, Rivani, Nok-Nok,

Out of turn updates
add these cards into your hand: Commander's Falchion

Discard lt The Tangled Briar for Rivani

Hour = 4 Raheli: The Publican
Hour Power When you would discard an ally, recharge it instead

Start of Turn
Shapechange = Handsize = 10

At: The Waxworks A

Give: No
Move: No
At This Location:When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.

Channel the Gift(Summon Hellhounds)

Free explore 1: Asyra, Ally 5 Arcane 13

Spoiler:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.

Arcane 1d8+2+2, Raheli.Item shuffle(ac Fuse Grenade (AD6)) +1d4+6
Arcane 13: 1d8 + 2 + 2 + 1d4 + 6 ⇒ (7) + 2 + 2 + (4) + 6 = 21 - Acquired

End of Turn
Waxworks Fire: 1d4 - 2 ⇒ (1) - 2 = -1

Recovery

Reset
Discard
Draw up Cleric of Nethys, Blessing of the Seventh Veil, Blessing of the Savored Sting, Evocation Staff (AD5)

Summary
Report =

Location = The Waxworks A
Acquired = 1: Asyra
Banished =
Examined =
Added =

From Box =

Displayed =
Give =
Used =

Other =

"

Raheli wrote:

Hand: Steal Soul, Summon Hellhounds, Life Leech, lt Totem Klar, ac Asyra, ac Commander's Falchion, Evocation Staff (AD5), Blessing of the Savored Sting, Blessing of the Seventh Veil, Cleric of Nethys,

Displayed: Snapping Turtle, ac Shapechange,
Deck: 13 Discard: 3 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Nethys, Magnetic Grimoire (AD4), Wand of Flying (AD3), Scarf of Storytelling (AD6), Samisen of Oracular Vision (AD5), Staff of Life (AD5), Staff of Curses (AD4), Staff of Minor Healing (AD3), Blessing of Norgorber, Blessing of the Savored Sting (AD4), Varisian Illusionist, Fire Barrage
Recharged: ac Fuse Grenade,
Discard Pile: Ice Chemist, Augury, lt The Tangled Briar,
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.)
[X] 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 the hour of The Hidden Truth
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
Move step: Examine top 3 cards at location: Zassrion the Tyrant, Flanking Attack, Mobogo.

Rivani picks up a strong psychic aura of evil and stops in her tracks. She decides confronting this now may not be wise. Better to be fully prepared.

Leave villain on top of deck. Forego exploration. End Turn.

Rivani wrote:

Hand: Boneshatter, Swipe, Fury's Trident, Javelin of Lightning, Gem of Mental Acuity, Ring of Psychic Mastery,

Displayed:
Deck: 17 Discard: 0 Buried: 1
Notes: Use blessings or signs as needed. Reroll used: N. hp: 6
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 ([X] or top 3 cards) of your location deck, then you may shuffle the deck.


Nok-Nok's Deck Handler

Turn 6, The Brass Dwarf
Hour: The first time you discard cards as damage this turn, recharge 1 of them instead.

Move to The Waxworks B

Reveal Fortune-Teller, Boon, The Waxworks B #1 => Meteor Swarm
...encounter Meteor Swarm

Wisdom 15: 1d4 ⇒ 1 => failed

Explore The Waxworks B #2 => Risibeth

Bury Evangelist to acquire

Recharge The Theater_L to examine The Waxworks B #3 => Crematory Blast
...then explore

Fortitude 12: 1d10 + 7 ⇒ (10) + 7 = 17 => defeated

End turn, Fire damage: 1d4 - 2 ⇒ (4) - 2 = 2 => recharge Captain's Cutlass and Risibeth_B

The Waxworks B cards 1-3 explored

Nok-Nok wrote:

Hand: Quick-Change Mask, Greater Bolstering Armor_B, Blessing of the Midnight Lord, Fortune-Teller, Shadowless Sword, Blessing of the Vaultmaster, Thieves' Tools_C,

Displayed:
Deck: 13 Discard: 1 Buried: 3
"Hero Points: 7
Tier: 5.1
Feats +1: Skill, Power, Card"
"NOTES:
Available Support: Blessings as needed
Movement: If closed: empty Waxworks
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: Until the location Ruin is closed, you may not move.
When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.

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.
For the rest of the adventure, on checks to acquire a Suit: Shields blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Hammers blessing, add 1d8.
When playing scenario C, at The Waxworks, when you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.

Story Banes:

Danger: Wax Construct
Villain: Zassrion the Tyrant
Closing Henchmen: Marzalee the Weaver, 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:

Asyra (Ally 5)

Spoiler:
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.

Boneshatter (Spell 6)

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.

Commander's Falchion (Weapon 6)

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.

Deathbane Sling (Weapon 5)

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.

Fury's Trident (Weapon 6)

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.

Fuse Grenade (Item 6)

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.

Greater Bolstering Armor (Armor 6)

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.

Moon Maiden Armor (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.

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.

Shapechange (Spell 6)

Spoiler:
Shapechange
CotCT Spell 6
Traits: Arcane Magic
To Acquire: Intelligence Wisdom Arcane Divine 13
Display. While displayed:
* 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.

Totem Klar (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.

2x Weapon 6
1x Weapon 5
2x Spell 6
1x Armor 6
2x Armor 4
1x Item 6
2x Ally 5

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

Monster 3

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 4

Spoiler:
Ash Giant Zombie
CotCT Monster 5
Traits: Undead Zombie
To Defeat: Combat 24
Immune to Cold, Electricity, Force, Mental, and 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.

Monster 5

Spoiler:
Roc
CotCT Monster 4
Traits: Animal
To Defeat: Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.

Random Barriers:

Barrier 1
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 2

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

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:
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 5

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.

Random Weapons:

Weapon 1
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.

Weapon 2

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 3

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 4

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.

Weapon 5

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.

Random Spells:

Spell 1
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 2

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 3

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 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:
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:
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 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:
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 4

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 5

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.

Random Items:

Item 1
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 2

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 3

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 4

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 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:
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.

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:
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:
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:
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 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.

Blessing 2

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.

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 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.

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: 7 Raheli/Matsu Kurisu
Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

Hour: The Avalanche:
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.

Cards Remaining in Hourglass: 17

Hourglass:

Turn 8 Rivani/Greenclaw

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 9 Nok-Nok/Shnik

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.

Turn 10 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 11 Rivani/Greenclaw

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 12 Nok-Nok/Shnik

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.

Turn 13 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 14 Rivani/Greenclaw

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 15 Nok-Nok/Shnik

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.

Turn 16 Raheli/Matsu Kurisu

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 17 Rivani/Greenclaw

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.

Turn 18 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 19 Raheli/Matsu Kurisu

Spoiler:
The Crows
CotCT Blessing 1
Traits: Harrow Veteran Suit: Keys
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire: Dexterity Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.

Turn 20 Rivani/Greenclaw

Spoiler:
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.

Turn 21 Nok-Nok/Shnik

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 22 Raheli/Matsu Kurisu

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 23 Rivani/Greenclaw

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.

Turn 24 Nok-Nok/Shnik

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.

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

Laboratory Card 1 (Zassrion the Tyrant):
Zassrion the Tyrant
TotH Story Bane 1
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 2 (Flanking Attack):
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 3 (Mobogo):
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 4:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 5:
Sadomasochism
CotCT Spell 6
Traits: Arcane Divine Loot Magic
To Acquire: Intelligence Wisdom Arcane Divine 16
Display. While displayed:
* On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 17 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.
Laboratory Card 6:
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.
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 defeat a bane, suffer 1 Acid damage.
Laboratory Card 7:
Divine Blaze
CotCT Spell 4
Traits: Attack Divine Fire Magic
To Acquire: Wisdom Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
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.
Laboratory Card 8:
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.
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 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.
Laboratory Card 9:
Ring of Immolation
CotCT Item 5
Traits: Accessory Fire Magic Veteran
To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9
When you suffer Cold damage, freely reveal to reduce it by 4.
On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal 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 Waxworks A
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Raheli/Matsu Kurisu

The Waxworks A Card 1:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks A Card 2:
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.
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 Waxworks A Card 3:
Meladaemon
CotCT Monster 6
Traits: Fiend Outsider
To Defeat: Combat 24
Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted.
If undefeated, 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.
The Waxworks A Card 4:
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.
The Waxworks A Card 5:
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.
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 Waxworks A Card 6:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks A Card 7:
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.
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 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.
The Waxworks A Card 8:
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.
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 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: Stars blessing, add 1d8.

The Waxworks B
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Nok-Nok/Shnik

The Waxworks B Card 1:
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.
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 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: Shields blessing, add 1d8.
The Waxworks B Card 2:
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.
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 Waxworks B Card 3:
Card Caster
CotCT Ally 0
Traits: Human Magus Harrow
To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
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 an ally, suffer damage as if it were a monster.
The Waxworks B Card 4:
Shining Child
CotCT Monster 5
Traits: Fire Outsider
To Defeat: Combat 20
Immune to Fire and Poison. All damage is Fire.
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
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 Waxworks B Card 5:
The Unicorn
CotCT Blessing 1
Traits: Harrow Veteran Suit: Crowns
When this is the hour: Your check to acquire is blessed.
To Acquire: Charisma Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
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 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 Waxworks B Card 6:
Marzalee the Weaver
TotH Story Bane 1
Type: Monster
Traits: Outsider Storykin Veteran
To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.

The Waxworks C
Traits: Urban
At This Location (Open): When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

The Waxworks C Card 1:
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.
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 an ally, suffer damage as if it were a monster.
The Waxworks C Card 2:
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.
Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
The Waxworks C Card 3:
Perplexing Text
Core Barrier 1
Traits: Cache Veteran
To Defeat: Intelligence Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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 Waxworks C Card 4:
Orc Rager
CotCT Monster 2
Traits: Barbarian Orc Veteran
To Defeat: Combat 10+##
Before acting, suffer 1d4 Combat 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.
The Waxworks C Card 5:
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.
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 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: Stars blessing, add 1d8.
The Waxworks C Card 6:
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.
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 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 Waxworks C Card 7:
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 story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct–Proxy B into a random open location.
The Waxworks C Card 8:
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.
The Waxworks C Card 9:
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.
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 Concordance

Deck handler link

Turn Order
Raheli, Rivani, Nok-Nok,

Hour = 7 Raheli: The Avalanche:
Hour Power When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

Start of Turn
Shapechange = Handsize = 10

At: The Waxworks A

Give: No
Move: No
At This Location:When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
Condition: When you would discard cards for Fire damage at the end of your turn, you may instead recharge those cards.

Free explore = 1: Henchman Proxy A3
Wax Construct, Story Bane, Monster: Combat 23(11+6+6) OR Disable 12(6+6)

Spoiler:
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.

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

Display Steal Soul

The Waxworks A
When Closing: Summon and defeat the story bane Wax Construct

Raheli.Combat(ac Commander's Falchion) 1d10+4+2d8
Summon Hellhounds +2d6 Fire, dicard top deck on a 6
Steal Soul +1d4
Combat 23: 1d10 + 4 + 2d8 + 2d6 + 1d4 ⇒ (9) + 4 + (4, 7) + (5, 1) + (4) = 34 - Banished. CLOSED

On close, move to The Waxworks C
End of Turn
Waxworks Fire: 1d4 - 2 ⇒ (3) - 2 = 1 Scenario.Recharge fire(lt Totem Klar)

Recovery
Discard Summon Hellhounds

Reset
Discard
Draw up Samisen of Oracular Vision (AD5), Staff of Curses (AD4), Staff of Life (AD5), Staff of Minor Healing (AD3), ac Fuse Grenade (AD6)

Summary
Report =

Location = The Waxworks A - CLOSED
Acquired =
Banished = 1: Henchman Proxy A3
Examined =
Added =

From Box =

Displayed =
Give =
Used =

Other = On close, move to The Waxworks C

"

Raheli wrote:

Hand: Life Leech, ac Asyra, Cleric of Nethys, Blessing of the Savored Sting, Blessing of the Seventh Veil, Samisen of Oracular Vision (AD5), Staff of Curses (AD4), Staff of Life (AD5), Staff of Minor Healing (AD3), ac Fuse Grenade (AD6),

Displayed: Snapping Turtle, ac Shapechange, Steal Soul,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 1
NOTES:
Available Support: Distant: Blessing available.
Local: Item recharge powers

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Fire Barrage, Scarf of Storytelling (AD6), Blessing of Nethys, Wand of Flying (AD3), Blessing of Norgorber, Magnetic Grimoire (AD4), Evocation Staff (AD5), Blessing of the Savored Sting (AD4), Varisian Illusionist
Recharged: ac Commander's Falchion, lt Totem Klar,
Discard Pile: Ice Chemist, Augury, lt The Tangled Briar, Channel the Gift, Summon Hellhounds,
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.)
[X] 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 the hour of The Trumpet
When this is the hour: Ignore cards' before acting powers.
Explore

Zassrion the Tyrant:

TotH Story Bane 1
Type: Monster
Traits: Dragon Storykin Veteran
To Defeat: Combat 11+## THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
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 defeat a bane, suffer 1 Acid damage.

Pausing for guard checks...

Villain Combat:

Ignore BYA power due to the hour power.
Ask for blessing from Raheli.
Reveal and discard Fury's Trident.
Recharge Gem of Mental Acuity to activate Rivani's power and use Knowledge skill instead of Ranged.
Combat #1 (Knowledge) 23: 2d12 + 6 + 3d8 ⇒ (3, 8) + 6 + (1, 4, 5) = 27
Ask for blessing from Nok-Nok. Play Boneshatter.
Discard Swipe to reduce difficulty by 3.
Combat #2 (Arcane) 22: 2d12 + 6 + 2d12 ⇒ (9, 11) + 6 + (10, 7) = 43 Defeated!

Rivani decides that it's time to confront the dragon. Calling out to her friends for their aid, and gathering all the psychic and physical weapons at her disposal, she steps forward into the chamber.

Searching the dragon's wild mind for signs of its weakness, she lets loose with her newly found trident. The fiery weapon strikes the beast in the chest and Rivani follows up with a boneshattering spell that crushes the dragon's form from within.

With a roar of anguish, the mighty dragon crumbles to the floor in defeat!

THE END?


The largest of the wax wells sits in the center of the building, and there you find the so-called Patchwork King. Zassrion is a massive sapphire dragon, or at least, what’s left of him. His body is draped over the well, one leg gleaming blue and fully formed, the other covered in a patchwork quilt of skin and fur. One of his wings struggles to emerge from the ooze in which he is reforming.

The only pristine thing in the room is a glittering telescope that shimmers with the same kind of magical haze that pulled you into this world. Perhaps it’s a way out?

Whatever it is, it’s blocked by the dragon, whose narrowed eyes lock onto you as his mouth splits into a wicked grin. Wax and blood drip from his jaws as he speaks. “How kind of you to deliver yourself directly to me. I thought I would have to wait, and send more duplicates to hunt you down, but you’ve decided to make things easy.”

He rears up, hot wax hissing as it splatters onto the floor. “Bow! Your death shall open the gate for me, and your realm shall have a new king!”

The Concordance

Deck handler link

Guard The Waxworks C
When Closing: Summon and defeat the story bane Wax Construct
Wax Construct, Story Bane, Monster: Combat 23(11+6+6) OR Disable 12(6+6)

Spoiler:
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.

Disable 1d10+4+2, Raheli.Item Shuffle (Staff of Life (AD5)) +1d4+5
Disable 12: 1d10 + 4 + 2 + 1d4 + 5 ⇒ (3) + 4 + 2 + (2) + 5 = 16 - Banished

GUARDED


Nok-Nok's Deck Handler

OoT, Rivani's turn

Villain encountered, guard attempt => encounter Wax Construct

Reveal Thieves' Tools, discard Blessing of the Midnight Lord

Disable 12: 3d10 + 1d8 + 5 ⇒ (8, 6, 9) + (4) + 5 = 32 => defeated

AA, bury Blessing of the Midnight Lord

The Waxworks B guarded

Bury Blessing of the Vaultmaster for Rivani's second combat check


Development

In the end, the Patchwork King doesn’t die. He simply melts back into the pool from which he emerged, coloring the wax a poisonous blue. You see a bubble rise to the surface and pop with the sound of his scream. He’s gone for now, but it might just be a matter of time before he reforms. You press on instead of sticking around to find out.

It takes some searching, but you eventually find the rabbit’s broken sword among the trinkets and treasures of the waxworks. The King of the Briar Patch is waiting for you outside, his eyes growing wide at the sight of his treasure.

It’s nearly impossible to keep up with him as he leads you, rushing through the woods until you reach an archway. He assures you that it leads back to your own world.

He was right on that count. You step through and find yourself in a field not far from the lodge. He was wrong about other things, though: for a moment, you hear him scream and rail as he fails to cross over into this realm. His screaming is cut off with the closing of the gateway.

It feels like it’s for the best, though perhaps you do feel a little sorry for him.

Scenario Reward

If playing for advancement, gain a Hero Point.

Each character chooses a type of boon, then searches the vault for a level # boon of that type.

Adventure Card Society characters may choose a bonus deck upgrade.

Adventure Reward

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

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

Boon

Roll 1d20 on the discussion thread. A natural 20 wins the following boon:

☐ ☐ ☐ Undaunted Guardian: When you attempt to guard your location, check a box that precedes this reward to automatically succeed.

Acquired Cards
This list does not include the cards obtained via the scenario reward.

Asyra (Ally 5)
Boneshatter (Spell 6)
Commander's Falchion (Weapon 6)
Deathbane Sling (Weapon 5)
Fury's Trident (Weapon 6)
Fuse Grenade (Item 6)
Greater Bolstering Armor (Armor 6)
Moon Maiden Armor (Armor 4)
Risibeth (Ally 5)
Shapechange (Spell 6)
Totem Klar (Armor 4)

2x Weapon 6
1x Weapon 5
2x Spell 6
1x Armor 6
2x Armor 4
1x Item 6
2x Ally 5

Thanks for playing!

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