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

Game Master Rhynn Davrie

Turn Order:

Alase
Ramexes
Seoni
Raheli

Loot:

The Theater
Spoiler:

Blessing
Traits: Harrow Suit: Crowns Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

The Tangled Briar
Spoiler:

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

The Rabbit Prince
Spoiler:

Blessing
Traits: Harrow Suit: Keys Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire: Dexterity Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value. Discard to explore.


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Still setting up around here, but feel free to dot in we'll be running at Adv 4.


6-99: Tyrant of the Harrow

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

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

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

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

“The Tyrant. Aligned.” She pauses here. “Selfexplanatory.” It’s clear what she’s referring to. After all, the memory of the Whispering Tyrant, the lich who created the Gravelands with his evil magic and armies of undead, is still painfully fresh. It was barely over a year ago that heroes foiled his plans.

She looks up at the gathered Pathfinders, who had grown silent as the reading progressed. In the back, whispers of an ill omen begin to rise.

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

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


6-99A: The Theater

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

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

All of their eerily identical eyes are focused on you.

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

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

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


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 0

Random Cards:

Monsters
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.

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

Spoiler:
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.

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

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

Barriers
Spoiler:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.

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

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

Spoiler:
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.

Spoiler:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

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

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

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

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

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

Spells
Spoiler:
Deathgrip
CotCT
Spell 2
Traits:
Arcane
Attack
Cold
Divine
Magic
Undead
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers.

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


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

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


Spoiler:
Death's Touch
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.


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

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


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

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


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

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

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

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

Spoiler:
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.

Items
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.

Spoiler:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.

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

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

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

Allies
Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

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

Spoiler:
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.

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

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

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

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

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

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 24

[b]Hourglass

Hourglass Cards/Turn Order:

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

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

Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None


Alase's deck:

Alase wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2

Powers
God Caller
Hand Size 6 ☐ 7 ☐ 8
Proficient With Light Armors Arcane
After you play an Attack spell, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☑ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

Favored Card Type: Spell or Blessing
Weapon 0 ☐ 1
Spell 5 ☑ 6 ☑ 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 ☑ 6 ☑ 7
Cohort: Tonbarse

Hand: Augury, Charm Monster, Eloquence, Haste, Object Reading, Stone Skin, Twisted Space, Blackcloth Armor, Ruby of Charisma, Staff of Minor Healing, Bound Imp, Bound Lantern Archon, Blessing of Abadar, Blessing of Abadar, Blessing of Achaekek, Blessing of Lamashtu, Blessing of Maat, Blessing of Pharasma, Blessing of Zon-Kuthon
Displayed: Tonbarse
Deck: 0 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (1*-A): Yes
Notes: Use any blessing at Tonbarse's location!
Tonbarse at:
Augury:
Augury
Spell 1

Traits
Magic
Arcane
Divine

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Charm Monster:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Powers
When a character attempts a combat check against a monster, bury this card to draw a non-Basic monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Eloquence:
Eloquence
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 8 check to recharge it instead.

Haste:
Haste
Spell 2

Traits
Magic
Arcane

Powers
At the end of the turn, discard this card to move a willing character.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Object Reading:
Object Reading
Spell 2

Traits
Magic
Arcane
Divine
Mental

Checks
Intelligence
Arcane
Wisdom
Divine
9
OR
Perception
7

Powers
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Twisted Space:
Twisted Space
Spell 2

Traits
Magic
Arcane

Powers
When a character encounters a monster, discard this card to allow that character to evade it; another character at that character's location may encounter it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.

Blackcloth Armor:
Blackcloth Armor
Armor 2

Traits
Light Armor
Magic
Elite

Powers
On your combat check, if you are the only character at your location, reveal this card to add 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Ruby of Charisma:
Ruby of Charisma
Item B

Traits
Object
Magic

Checks
Charisma
7

Powers
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Bound Imp:
Bound Imp
Ally 1

Traits
Outsider
Devil

Checks
INTELLIGENCE
WISDOM
ARCANE
DIVINE
6

Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.

Banish to draw 2 cards.

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

Bound Lantern Archon:
Bound Lantern Archon
Ally 2

Traits
Outsider
Angel

Powers
Bury this card to add 1d4 to your combat check or any check to acquire a blessing.
Bury this card to examine the top 3 cards of your deck, put them back in any order, then draw a card.
After playing this card, you may succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
If this card is in your hand, you may treat it as a monster.

Blessing of Abadar:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Abadar:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Achaekek:
Blessing of Achaekek
Blessing 1

Traits
Divine
Achaekek

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Lamashtu:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessing of Maat:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessing of Pharasma:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Zon-Kuthon:
Blessing of Zon-Kuthon
Blessing 2

Traits
Divine
Zon-Kuthon

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Constitution check.
Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.
Discard this card to explore your location.

Tonbarse:
Tonbarse
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Alase

Powers
Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


Start at The Theater.

Display Tonbarse at the first player's location as soon as possible.

Alase wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2

Powers
God Caller
Hand Size 6 ☐ 7 ☐ 8
Proficient With Light Armors Arcane
After you play an Attack spell, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☑ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

Favored Card Type: Spell or Blessing
Weapon 0 ☐ 1
Spell 5 ☑ 6 ☑ 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 ☑ 6 ☑ 7
Cohort: Tonbarse

Hand: Charm Monster, Eloquence, Blackcloth Armor, Ruby of Charisma, Blessing of Achaekek, Blessing of Lamashtu
Displayed: Tonbarse
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (1*-A): Yes
Notes: Use any blessing at Tonbarse's location!
Tonbarse at:
Charm Monster:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Powers
When a character attempts a combat check against a monster, bury this card to draw a non-Basic monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Eloquence:
Eloquence
Spell B

Traits
Magic
Arcane
Divine
Basic

Powers
Display this card next to a character's deck. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 8 check to recharge it instead.

Blackcloth Armor:
Blackcloth Armor
Armor 2

Traits
Light Armor
Magic
Elite

Powers
On your combat check, if you are the only character at your location, reveal this card to add 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Ruby of Charisma:
Ruby of Charisma
Item B

Traits
Object
Magic

Checks
Charisma
7

Powers
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

Blessing of Achaekek:
Blessing of Achaekek
Blessing 1

Traits
Divine
Achaekek

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Lamashtu:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Tonbarse:
Tonbarse
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Alase

Powers
Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

Starting at Reading Room
Discarding Random Harrow Blessing 1: The Twin

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

Seoni ran her finger along the Twin harrow. "Not the first time I've seen this card played," said the Pharasman, smiling cryptically.

Seoni wrote:

Hand: Safe Harbor (display at any location to let local characters heal 1d4+1 instead of first exploration until start of Seoni's next turn or until a local character explores a bane), Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Sphere of Fire, Wall of Fire, Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Cleric of Nethys, Helm of Telepathy (recharge to examine top of another character's deck; may shuffle),

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Okay to heal.
Ask before using:
Can use without asking: Safe Harbor; Binder's Tome; Magnetic Grimoire; Helm of Telepathy

Skills and Powers:

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

Powers:
Favored Card: Spell
Proficiencies: Arcane
Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
Hand Size 6 [X] 7 [] 8
[] You may add 1 mastered trait to your check.
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
[X] Add 4 to your check that has a mastered trait.
Reduce damage of a mastered type dealt to you by 2 ([] 4).
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

Hero points: 5


Raheli Deck Handler

Raheli will also start at the Reading Room although may move in short order to the Pits.

Raheli wanders about the room, her hair calmly flowing around her, randomly picking up and putting down random books and items in the room.

Raheli, Night-Haired Witch wrote:

Hand: Fly, Phoenix Staff (2), Wand of Detect Magic (1), Bound Elemental, Cleric of Nethys , Apprentice,

Displayed: Flying Squirrel,
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support: Fly - examine top cards at two locations

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Anathemic Volume (2), Cure, Augury, Blessing of Pharasma, Blessing of Sivanah, Staff of Crackling Wrath (1), Gem of Mental Acuity (2), Twisted Space, Dreamcatcher (2), Byzantine Lexicon (2), Good Omen, Blessing of the Savored Sting, Binder's Tome (1)
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
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
□ When you suffer Combat (□ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.


STR d8 (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (Diplomacy +2; Divine +1) Deck Handler

Starting at Reading Room w/ Raheli, as starting with Raheli will be my default in case she draws a Cure.

Ramexes wrote:

Hand: Dwarven Earthbreaker +1, Apprentice, Magic Leather Armor, Cure, Embiggen,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 2

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee = Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine = Charisma +1
Diplomacy = Charisma +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Divine Weapons
POWERS: (Haruspex)
When you defeat a monster, you may examine the top card ([X] or top 2 cards) ([] or top 3 cards) of your location deck ([X] or any) location deck ([] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter).

Reroll used?: n


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 1, Alase/MorkXII

Random Cards:

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

Spoiler:
Spectre
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.

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

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

Spoiler:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

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

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

Spoiler:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

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

Spoiler:
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.

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

Spoiler:
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.

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

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

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

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

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


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

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


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

Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

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

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


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

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

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

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

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

Items
Spoiler:
Ambrosia
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.

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

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

Spoiler:
Drums of Panic
CotCT
Item 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.

Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

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

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

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

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

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

Blessings
Spoiler:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

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

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

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

Spoiler:
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.

Hour Power: At the start of your turn, summon and encounter a monster.

Current Hour:

The Midwife:
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/wkover:
Spoiler:
Hourglass Card 1 Ramexes/wkover
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 2 Seoni/EmpTyger:
Spoiler:
Hourglass Card 2 Seoni/EmpTyger
The Wanderer
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead.
Discard to explore. If you moved this turn, recharge instead.
Hourglass Card 3 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 3 Raheli/rhynndavrie
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hourglass Card 4 Alase/MorkXII:
Spoiler:
Hourglass Card 4 Alase/MorkXII
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 5 Ramexes/wkover:
Spoiler:
Hourglass Card 5 Ramexes/wkover
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Hourglass Card 6 Seoni/EmpTyger:
Spoiler:
Hourglass Card 6 Seoni/EmpTyger
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 7 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 7 Raheli/rhynndavrie
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 8 Alase/MorkXII:
Spoiler:
Hourglass Card 8 Alase/MorkXII
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 9 Ramexes/wkover:
Spoiler:
Hourglass Card 9 Ramexes/wkover
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 10 Seoni/EmpTyger:
Spoiler:
Hourglass Card 10 Seoni/EmpTyger
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 11 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 11 Raheli/rhynndavrie
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hourglass Card 12 Alase/MorkXII:
Spoiler:
Hourglass Card 12 Alase/MorkXII
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 13 Ramexes/wkover:
Spoiler:
Hourglass Card 13 Ramexes/wkover
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 14 Seoni/EmpTyger:
Spoiler:
Hourglass Card 14 Seoni/EmpTyger
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 15 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 15 Raheli/rhynndavrie
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 16 Alase/MorkXII:
Spoiler:
Hourglass Card 16 Alase/MorkXII
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 17 Ramexes/wkover:
Spoiler:
Hourglass Card 17 Ramexes/wkover
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 18 Seoni/EmpTyger:
Spoiler:
Hourglass Card 18 Seoni/EmpTyger
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 19 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 19 Raheli/rhynndavrie
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 20 Alase/MorkXII:
Spoiler:
Hourglass Card 20 Alase/MorkXII
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 21 Ramexes/wkover:
Spoiler:
Hourglass Card 21 Ramexes/wkover
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 22 Seoni/EmpTyger:
Spoiler:
Hourglass Card 22 Seoni/EmpTyger
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 23 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 23 Raheli/rhynndavrie
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

Pits Card 1:
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
Pits Card 2:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Pits Card 3:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Pits Card 4:
Horn of Blasting
CotCT
Item 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Pits 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.
Pits 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.
Pits Card 7:
Death's Breath Door
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Pits Card 8:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.

Location #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Alase/MorkXII, None
The Theater Card 1:
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The Theater Card 2:
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
The Theater Card 3:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
The Theater Card 4:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
The Theater Card 5:
Sawtooth Saber
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
The Theater Card 6:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
The Theater Card 7:
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.
The Theater Card 8:
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.

Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Office 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.
Office Card 2:
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Office Card 3:
Liquid Courage
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* Remove your scourge Frightened.
* You may banish to ignore a monster's before acting powers.

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

Office Card 4:
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.
Office Card 5:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Office Card 6:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Office Card 7:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Office Card 8:
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Ramexes/wkover, Raheli/rhynndavrie, None
Reading Room Card 1:
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.
Reading Room Card 2:
Fly
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
Reading Room Card 3:
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Reading Room Card 4:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Reading Room Card 5:
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Reading Room Card 6:
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Reading Room Card 7:
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.
Reading Room Card 8:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.


Out in space, into the Hao Jin Tapestry, and now into the Harrow. Alase had thought she had seen it all. Happy to at least be in this plane with her friend Raheli, Alase steps forth to be immediately ambushed by a vampire.

Hour: At the start of your turn, summon and encounter a monster.
Summon: Vampire Spawn
Display Tonbarse. Freely cast Eloquence. Reveal Blackcloth Armor for +1
Combat 15: 1d10 + 5 + 4 + 3 + 1 ⇒ (8) + 5 + 4 + 3 + 1 = 21 Defeated.

Explore The Theater 1: The Winged Serpent
Recharge Ruby of Charisma. Discard/recharge/discard Blessing of Lamashtu for a die.
Wisdom 4+#=8: 1d10 + 1d10 ⇒ (6) + (4) = 10 Acquired.

Discard The Winged Serpent to examine The Theater 2: The Cyclone. Move to Pits and explore: The Paladin.
Display Tonbarse at The Pits. Discard/recharge/discard Blessing of Achaekek to bless
Strength 4+#=8: 1d6 + 1d6 ⇒ (4) + (4) = 8 Acquired.

Discard The Paladin to explore Pits 2: Humanbane Rapier Banished.

Recover Eloquence Arcane 8: 1d10 + 5 ⇒ (6) + 5 = 11 Recharged.
Draw up to 6.

Alase wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2

Powers
God Caller
Hand Size 6 ☐ 7 ☐ 8
Proficient With Light Armors Arcane
After you play an Attack spell, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☑ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

Favored Card Type: Spell or Blessing
Weapon 0 ☐ 1
Spell 5 ☑ 6 ☑ 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 ☑ 6 ☑ 7
Cohort: Tonbarse

Hand: Charm Monster, Stone Skin, Blackcloth Armor, Blessing of Abadar, Blessing of Maat, Blessing of Zon-Kuthon
Displayed: Tonbarse
Deck: 11 Discard: 4 Buried: 0
Hero Points: 3 Shirt Reroll Available (1*-A): Yes
Notes: Tonbarse at: Pits
Charm Monster:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Powers
When a character attempts a combat check against a monster, bury this card to draw a non-Basic monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Blackcloth Armor:
Blackcloth Armor
Armor 2

Traits
Light Armor
Magic
Elite

Powers
On your combat check, if you are the only character at your location, reveal this card to add 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Blessing of Abadar:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing of Maat:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessing of Zon-Kuthon:
Blessing of Zon-Kuthon
Blessing 2

Traits
Divine
Zon-Kuthon

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Constitution check.
Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.
Discard this card to explore your location.

Tonbarse:
Tonbarse
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Alase

Powers
Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

Summary:

Acquired: The Theater 1, Pits 1
Banished: Pits 2
Examined: The Theater 2
Tonbarse displayed at the Pits
Blessing suits acquired: Stars x1, Hammers x1


STR d8 (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (Diplomacy +2; Divine +1) Deck Handler

The Vision. 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.

The sea of drawn steel ovelwhelms the tiefling, putting him in a snap-trace. A vision reveals... assistance!

Top card of Reading Room is an Aid spell, which is magic. So I encounter it. I'll be encountering at least 3 cards, so Embiggen seems like a good idea. CAST EMBIGGEN.

Div 6 w/ Embiggen, location power: 1d12 + 1 + 1 ⇒ (6) + 1 + 1 = 8 - spell acquired

Ramexes feeds on divine light and draws in the wisdom of his ancestors.

Move to Theater and encounter Cyclone blessing.

Str 8 w/ Embiggen: 1d12 + 3 ⇒ (12) + 3 = 15 - Cyclone acquired

Discard Apprentice to explore, encounter a Ghast.

Ghast:

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

No one at the Theater, so difficulty increased by #.

Con 8 BYA: 1d12 ⇒ 9 - not exhausted

Combat 25 (13+8+4) w/ Earthbreaker, Embiggen, my Aid spell: 1d12 + 2d10 + 6 + 1 + 1d8 + 4 ⇒ (8) + (7, 3) + 6 + 1 + (6) + 4 = 35 - Ghast defeated

An actor in a torn sheet leaps from behind the stage, boos at the ready.

A few pokes with a sharp stick, and the "ghoul" runs screaming.

Monster defeated, so will examine top 2 cards of Theater: Henchman (proxy A), Sawtooth Saber. Display armor.

VISION!

Continuing next post just so I don't time out.


STR d8 (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (Diplomacy +2; Divine +1) Deck Handler

Turn continued.

Bury Apprentice from discard to explore again (Ramexes power) and encounter Proxy A: Wax Construct.

Wax Construct:

tory Bane
Traits:
Construct
Veteran
To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Check increased by # from location. WC is resistance to bludgeoning, but will recharge Cure to add 1d8 + fire trait (Ram power). So resistance/vulnerability cancel.

Combat 23 (11+8+4) w/ Embiggen, recharged Cure: 1d12 + 2d10 + 6 + 1 + 1d12 ⇒ (12) + (3, 1) + 6 + 1 + (2) = 25 - Construct defeated

From after acting, discard The Cyclone.

From monster defeat, examine top 2 cards of Office: Dispelling Mist (barrier), Foes on All Sides (barrier).

Now to close.

Dip 9 (5+4) w/ Embiggen: 1d12 + 2 ⇒ (2) + 2 = 4 - Paizo reroll

Dip 9 (5+4) w/ Embiggen: 1d12 + 2 ⇒ (5) + 2 = 7

Asking Alase for Maat so closing is a success. Maat is buried.

Display armor.

Div 8 Aid recharge: 1d10 + 1 ⇒ (10) + 1 = 11 - recharged
Div 10 Embiggen recharge: 1d12 + 1 ⇒ (1) + 1 = 2 - discarded

Ramexes wrote:

Hand: Dwarven Earthbreaker +1, Lookout, Blessing of Cayden Cailean, Blessing of Shizuru, Crystal Ball,

Displayed: Magic Leather Armor,
Deck: 11 Discard: 2 Buried: 1
Hero Points: 2

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee = Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine = Charisma +1
Diplomacy = Charisma +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Divine Weapons
POWERS: (Haruspex)
When you defeat a monster, you may examine the top card ([X] or top 2 cards) ([] or top 3 cards) of your location deck ([X] or any) location deck ([] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter).

Reroll used?: n

Top card of Reading Room acquired (aid). Top 2 cards of Office are barriers. The Theater is closed... and rebuilt?


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

Hour 2: Wanderer o'clock: When a local character fails to acquire a boon, you may bury a card to encounter it.
Moving to Pits
Exploring Pits 3: Treacherous Tunnels

Treacherous Tunnels:
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

Seoni followed Alase and Tonbarse down into the darkness of the orchestra pit...

(Pausing to ask for a blessing, perhaps Alase's Blessing of Abadar?)


Bury BoMatt for Ramexes.
Discard BoAbadar for Seoni.


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

(Resuming turn)
WIS 9: 3d6 + 1 ⇒ (2, 6, 5) + 1 = 14
Treacherous Tunnels are banished

Seoni couldn't see into the dark pit, and the noise coming out was horrendously off-key. But guided by Tonbarse, she avoided getting flattened or stumbling into anything sharp.

Discarding Cleric of Nethys to examine Pits 4: Horn of Blasting, Pits 5: Henchman A1: Wax Construct. Using Cleric of Nethys to explore Pits 5: Henchman A1: Wax Construct

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

Wax Construct:
Story Bane
Traits:
Construct
Veteran
To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.


Displaying and using Wall of Fire, revealing Magnetic Grimoire, vulnerable, mastery
Combat 11+8=19: 1d12 + 5 + 2d6 + 1d4 + 4 + 4 ⇒ (8) + 5 + (2, 2) + (1) + 4 + 4 = 26
Discarding Sphere of Fire. Henchman A1 is banished.
Closing Pits: 2 local characters: Drawing Fire Snake, Locate Object. Recharging hand.
Pits are closed. Shuffling deck. Moving to Theater 2. Alase must move

"Let's take a closer look." With a wave of her hand, Seoni caused what looked like a red curtain to descend, illuminating the brass orchestra for a moment before they were smothered by the bright covering. By the time the sorcerer's fiery scrim burned out, only molten wax remained.

Ending turn. Recovery: Discarding Wall of Fire. Resetting hand

Seoni wrote:

Hand: Wand of Detect Magic, Fire Snake, Bound Elemental, Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Blessing of Nethys (discard to bless), Safe Harbor (display at any location to let local characters heal 1d4+1 instead of first exploration until start of Seoni's next turn or until a local character explores a bane), Blessing of the Spellbound (discard to bless, recharge if Arcane/Divine),

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Do not heal. Unless it's a particularly nasty monster, Seoni should be available to take a summoned copy at Theater 2.
Ask before using: Blessing of Nethys; Blessing of the Spellbound
Can use without asking: Blessing for villain/henchman/closing; Blessing for Boon 4; Blessing of the Spellbound if would discard; Magnetic Grimoire, Safe Harbor

Skills and Powers:

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

Powers:
Favored Card: Spell
Proficiencies: Arcane
Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
Hand Size 6 [X] 7 [] 8
[] You may add 1 mastered trait to your check.
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
[X] Add 4 to your check that has a mastered trait.
Reduce damage of a mastered type dealt to you by 2 ([] 4).
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

Hero points: 5

Summary:
Pits 3, 5 are banished.
Pits are closed.
Alase must move.
Seoni is at Theater 2.


Alase and Tonbarse move to Reading Room.


(unless Raheli is planning to move on her turn, in which case we go where she goes)


Raheli Deck Handler

Displaying Rocky - Flying Squirrel at start of Alase's turn.

--------

Turn 4, The Crows
Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead.

Raheli smiles at her friend Alase, happy to know she and Tonbarse will have her back unfortunately, she has to keep their reunion short, as Rocky has also spotted the mist emanating from a nearby office and Raheli quickly spots the magical signature that she is fairly confident she can dispel.

Move to Office, free explore.

Recharge Staff of the Phoenix per character power on a check to defeat.

Dispelling Mist-CtD: Disable 12: 1d10 + 3 + 1d4 + 2 ⇒ (8) + 3 + (3) + 2 = 16 Banished.

Raheli knows the trick to getting mist effects to disperse is to apply a fan, her hair quickly grabs a staff from her pack and starts using it as a propeller to push and pull the gas out a nearby window as she unworks the binding on the remaining gas in the area.

Discard Cleric of Nethys to examine and explore - Foes on all Sides or Liquid Courage, mmm tasty Item!

As she looks around the room she spots one of these Waxwork creatures, but also spots a very shiny crystal vial of something. Her hair eagerly reaches out to pick up the shiny thing.

Recharge Wand of Detect Magic to add 1d4+1.

Liquid Courage-CtA: Intelligence 9: 1d8 + 2 + 1d4 + 1 ⇒ (5) + 2 + (2) + 1 = 10

The tendril of hair carefully wraps up the vial, to keep it safe.

Discard Fly to examine top of of Theater (Card Caster) and Reading Room (Fly). Move to Reading Room.

Taking to the air, Raheli leaves the Wax creature for someone else to fight as she goes after a spell scroll she didn't see back at the reading room.

Discard Apprentice to encounter, recharging Liquid Courage to add to the check.

Fly-CtA: Arcane 8: 1d8 + 4 + 1d4 + 2 ⇒ (8) + 4 + (4) + 2 = 18 Acquired.

Alighting back at the Reading Room she scoops up the spell scroll, slightly disappointed to find out it's one she already knows, but it never hurts to know what you are up against.

Raheli, Night-Haired Witch ends her turn.
Raheli, Night-Haired Witch attempts to recover all cards in her Recovery pile.
Fly: Arcane 10: 1d8 + 4 ⇒ (1) + 4 = 5 -> Fly discarded.
Raheli, Night-Haired Witch resets her hand.

Raheli, Night-Haired Witch wrote:

Hand: Fly (x2), Cure, Dreamcatcher (2), Gem of Mental Acuity (2), Bound Elemental, Blessing of Sivanah,

Displayed: Flying Squirrel,
Deck: 12 Discard: 3 Buried: 0
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support: Fly - examine top cards at two locations, will move to Ramexes to pass over Cure at start of Raheli's turn
Use Blessing if needed!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Augury, Blessing of Pharasma, Blessing of the Savored Sting, Binder's Tome (1), Anathemic Volume (2), Good Omen, Staff of Crackling Wrath (1), Byzantine Lexicon (2), Twisted Space
Recharged: Phoenix Staff (2), Wand of Detect Magic (1), Liquid Courage (2),
Discard Pile: Cleric of Nethys , Apprentice, Fly,
Buried Pile:

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
□ When you suffer Combat (□ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 5, Alase/MorkXII

Random Cards:

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

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

Spoiler:
Hippogriff Rider
CotCT
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11

When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage.


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.

Spoiler:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

Barriers
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.

Spoiler:
Stinging Wasps
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.

Spoiler:
Cryptic Message
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.

Spoiler:
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.

Spoiler:
Secret Stockpile
Core
Barrier 2
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 9
OR Wisdom
Perception 11
If undefeated, you may banish this barrier.
If defeated, draw a new weapon and a new armor.

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

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

Spoiler:
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.

Spoiler:
Humanbane Rapier
CotCT
Weapon 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.

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

Spells
Spoiler:
Embiggen
CotCT
Spell 2
Traits:
Arcane
Divine
Magic
Promo
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Freely display next to a local character. While displayed:
* Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one).
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell.

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

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


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

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


Spoiler:
Heat Metal
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.

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

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


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

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

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

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

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

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

Spoiler:
Marked Cards
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.

Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

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

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

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

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.

Spoiler:
Eries Yelloweyes
CotCT
Ally 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.

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

Spoiler:
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.

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

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

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

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

Spoiler:
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

Hour Power: You may not use powers to reroll dice.

Current Hour:

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

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/wkover:
Spoiler:
Hourglass Card 1 Ramexes/wkover
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Hourglass Card 2 Seoni/EmpTyger:
Spoiler:
Hourglass Card 2 Seoni/EmpTyger
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 3 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 3 Raheli/rhynndavrie
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 4 Alase/MorkXII:
Spoiler:
Hourglass Card 4 Alase/MorkXII
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 5 Ramexes/wkover:
Spoiler:
Hourglass Card 5 Ramexes/wkover
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 6 Seoni/EmpTyger:
Spoiler:
Hourglass Card 6 Seoni/EmpTyger
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 7 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 7 Raheli/rhynndavrie
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hourglass Card 8 Alase/MorkXII:
Spoiler:
Hourglass Card 8 Alase/MorkXII
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 9 Ramexes/wkover:
Spoiler:
Hourglass Card 9 Ramexes/wkover
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 10 Seoni/EmpTyger:
Spoiler:
Hourglass Card 10 Seoni/EmpTyger
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 11 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 11 Raheli/rhynndavrie
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 12 Alase/MorkXII:
Spoiler:
Hourglass Card 12 Alase/MorkXII
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 13 Ramexes/wkover:
Spoiler:
Hourglass Card 13 Ramexes/wkover
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 14 Seoni/EmpTyger:
Spoiler:
Hourglass Card 14 Seoni/EmpTyger
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 15 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 15 Raheli/rhynndavrie
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 16 Alase/MorkXII:
Spoiler:
Hourglass Card 16 Alase/MorkXII
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 17 Ramexes/wkover:
Spoiler:
Hourglass Card 17 Ramexes/wkover
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 18 Seoni/EmpTyger:
Spoiler:
Hourglass Card 18 Seoni/EmpTyger
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 19 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 19 Raheli/rhynndavrie
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

The Theater Card 1 (Card Caster):
Card Caster
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
The Theater Card 2:
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.
The Theater Card 3:
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
The Theater Card 4:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
The Theater Card 5:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
The Theater Card 6:
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
The Theater Card 7:
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.
The Theater Card 8:
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.

Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Office Card 1 (Foes On All Sides):
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Office 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.
Office Card 3:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Office Card 4:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Office Card 5:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Office Card 6:
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Alase/MorkXII, Raheli/rhynndavrie, None
Reading Room Card 1:
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Reading Room Card 2:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Reading Room Card 3:
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Reading Room Card 4:
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Reading Room 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.
Reading Room Card 6:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.


Hour: You may not use powers to reroll dice.

Explore Reading Room 1: The Tangled Briar
Discard/recharge/discard Blessing of Zon-Kuthon
Survival 4+#=8: 1d8 + 2 + 1 + 1d8 ⇒ (4) + 2 + 1 + (8) = 15 Acquired.

Draw Tonbarse to examine Reading Room 2: Ring of Evasion. Shuffle the location.

Draw up to 6.

Display Tonbarse at The Theater

Alase wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2

Powers
God Caller
Hand Size 6 ☐ 7 ☐ 8
Proficient With Light Armors Arcane
After you play an Attack spell, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☑ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

Favored Card Type: Spell or Blessing
Weapon 0 ☐ 1
Spell 5 ☑ 6 ☑ 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 ☑ 6 ☑ 7
Cohort: Tonbarse

Hand: Charm Monster, Haste, Stone Skin, Blackcloth Armor, The Tangled Briar
Displayed: Tonbarse
Deck: 10 Discard: 6 Buried: 1
Hero Points: 3 Shirt Reroll Available (1*-A): Yes
Notes: Tonbarse at: The Theater
Charm Monster:
Charm Monster
Spell 2

Traits
Magic
Arcane
Divine
Veteran

Powers
When a character attempts a combat check against a monster, bury this card to draw a non-Basic monster from the box. The difficulty to defeat the encountered monster is reduces by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it.
If you do not have the Arcane or Divine skill, banish this card after playing it.

Haste:
Haste
Spell 2

Traits
Magic
Arcane

Powers
At the end of the turn, discard this card to move a willing character.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Blackcloth Armor:
Blackcloth Armor
Armor 2

Traits
Light Armor
Magic
Elite

Powers
On your combat check, if you are the only character at your location, reveal this card to add 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Tonbarse:
Tonbarse
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Alase

Powers
Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.

Acquired a Shields harrow blessing.


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 6, Ramexes/wkover

Random Cards:

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

Spoiler:
Wood Golem
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.

Spoiler:
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.

Spoiler:
Brain Ooze
Core
Monster 2
Traits:
Mental
Ooze
To Defeat:
Combat 12
Immune to Mental or Poison. All damage is Mental damage that may not be reduced.
If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead.

Spoiler:
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.

Barriers
Spoiler:
Perplexing Text
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.

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

Spoiler:
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.

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

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

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

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

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

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

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

Spells
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.

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

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

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


Spoiler:
Clairvoyance
Core
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Banish to examine the top 3 cards of any location; return them in any order.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.

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

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


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

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

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

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

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

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

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

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

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

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

Allies
Spoiler:
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.

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

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

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

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

Blessings
Spoiler:
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.

Spoiler:
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.

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

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

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

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

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger:
Spoiler:
Hourglass Card 1 Seoni/EmpTyger
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
Hourglass Card 2 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 2 Raheli/rhynndavrie
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 3 Alase/MorkXII:
Spoiler:
Hourglass Card 3 Alase/MorkXII
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 4 Ramexes/wkover:
Spoiler:
Hourglass Card 4 Ramexes/wkover
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 5 Seoni/EmpTyger:
Spoiler:
Hourglass Card 5 Seoni/EmpTyger
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 6 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 6 Raheli/rhynndavrie
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hourglass Card 7 Alase/MorkXII:
Spoiler:
Hourglass Card 7 Alase/MorkXII
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 8 Ramexes/wkover:
Spoiler:
Hourglass Card 8 Ramexes/wkover
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 9 Seoni/EmpTyger:
Spoiler:
Hourglass Card 9 Seoni/EmpTyger
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 10 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 10 Raheli/rhynndavrie
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 11 Alase/MorkXII:
Spoiler:
Hourglass Card 11 Alase/MorkXII
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 12 Ramexes/wkover:
Spoiler:
Hourglass Card 12 Ramexes/wkover
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 13 Seoni/EmpTyger:
Spoiler:
Hourglass Card 13 Seoni/EmpTyger
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 14 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 14 Raheli/rhynndavrie
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 15 Alase/MorkXII:
Spoiler:
Hourglass Card 15 Alase/MorkXII
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 16 Ramexes/wkover:
Spoiler:
Hourglass Card 16 Ramexes/wkover
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 17 Seoni/EmpTyger:
Spoiler:
Hourglass Card 17 Seoni/EmpTyger
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 18 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 18 Raheli/rhynndavrie
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

The Theater Card 1 (Card Caster):
Card Caster
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
The Theater Card 2:
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.
The Theater Card 3:
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
The Theater Card 4:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
The Theater Card 5:
Dragonbane Greatsword
CotCT
Weapon 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
The Theater Card 6:
Mammoth
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
The Theater Card 7:
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.
The Theater Card 8:
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.

Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Office Card 1 (Foes On All Sides):
Foes On All Sides
CotCT
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
None 0
Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated.
Office 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.
Office Card 3:
Bound Homunculus
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.

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

Office Card 4:
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Office Card 5:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Office Card 6:
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.

Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Alase/MorkXII, Raheli/rhynndavrie, None
Reading Room Card 1:
The Idiot
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: When you fail a check, suffer the scourge Drained.
To Acquire:
Intelligence
Knowledge 4+#
On your check, after the roll, discard this card and banish a boon to change a die to a value you choose.
Discard to explore. This exploration, you may not evade.
Reading Room Card 2:
The Unicorn
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: Your check to acquire is blessed.
To Acquire:
Charisma
Disable 4+#
On any check, discard to bless.
On another character's check, discard to give them a boon.
Discard to explore. Before acting, you may give a boon to a local character.
Reading Room Card 3:
Henchman Proxy A4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Reading Room Card 4:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Reading Room Card 5:
Wyvern Blade Trap
Core
Barrier 3
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12
If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned.


STR d8 (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (Diplomacy +2; Divine +1) Deck Handler

Hour: Rakshasa.

Move to office and encounter Foes on All sides.

It's disconcerting when a candle-lit stage becomes transformed into a wax automaton intent on mass destruction. Act III in this play is... unusual.

Difficulty to defeat WC increased by #.

Combat 23 (11+8+4) w/ weapon, recharged (discarded) Shizuru, resistance to bludgeoning: 1d8 + 2d6 + 1 + 6 + 2d8 - 4 ⇒ (5) + (2, 2) + 1 + 6 + (3, 8) - 4 = 23 - construct + barrier defeated

After acting, discard Lookout. From power, examine top 2 cards of Reading Room: Idiot Blessing, Unicorn blessing.

Discard Crystal Ball to examine + rearrange next 3 cards of Office: Henchman Proxy A, Bound Homunculus, Flensing Jelly. Rearrange as: BH, Proxy A, Jelly.

Ramexes staggers under a vision of binding wax jelly. Creepy.

Encounter Homunculus.

Dip 10: 1d10 + 2 ⇒ (7) + 2 = 9 - fail, banished

Ramexes wrote:

Hand: Dwarven Earthbreaker +1, Surgeon, Blessing of Cayden Cailean, Blessing of Abadar, Disrupting Rapier +1,

Displayed: Magic Leather Armor,
Deck: 8 Discard: 5 Buried: 1
Hero Points: 2

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee = Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine = Charisma +1
Diplomacy = Charisma +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Divine Weapons
POWERS: (Haruspex)
When you defeat a monster, you may examine the top card ([X] or top 2 cards) ([] or top 3 cards) of your location deck ([X] or any) location deck ([] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter).

Reroll used?: Y

Top 2 cards of Reading Room are harrow blessings. Top 2 cards of Office are Proxy A, Flensing Jelly.


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

Hourglass 1: Lost o'clock: When you would recharge a Magic boon, discard it instead.
Exploring Theater 1: Card Caster

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.

Knowledge 5: 1d8 + 2 ⇒ (7) + 2 = 9
Card Caster is acquired. Drawing Blessing of Qi Zhong
Seoni found Evni trembling in the theater. The caster seemed relieved to see the sorcerer. "What happened to my cards?"

Revealing and discarding Blessing of Qi Zhong with WIS hour to heal The Twin and explore Theater 2: Burning Tar

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.

Mastery prevents 1 Fire damage
Banishing Bound Elemental to recovery, revealing Magnetic Grimoire, discarding and burying Blessing of the Spellbound
CON 7+4=11: 2d6 + 1d8 + 1d4 ⇒ (2, 6) + (7) + (4) = 19
Burning Tar is banished

Seoni didn't have time to answer, as some of the melted wax was beginning to ooze into the theater. The heat didn't bother her- in fact the warmth was nice- but she conjured a fire elemental to make sure the burning substance did not get out of hand.

Discarding and burying Blessing of Nethys to examine Theater 3: The Beating, Theater 4: The Theater. Exploring Theater 4: The Theater

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

The Theater:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

CHA 4+4=8: 1d12 + 3 ⇒ (9) + 3 = 12
The Theater is acquired
Finally she turned to Evni. "We have two choices. We can either be beaten, or we can play along." The sorcerer's tone made clear that only one choice was open to her.

Banishing Wand of Detect Magic to recovery to examine and encounter Theater 3: The Beating

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

Banishing Fire Snake to recovery to use Arcane, revealing Magnetic Grimoire, mastery
Arcane 4+4=8: 1d12 + 5 + 1d4 + 4 ⇒ (10) + 5 + (2) + 4 = 21
The Beating is acquired

"And if we are not beaten, then let us discern who is trying to beat us." From her wand came a strand of fire, illuminating puppet strings above. "Intriguing."

Discarding and recharging The Theater with Harrow hour to examine Theater 5: Dragonbane Greatsword, Theater 6: Mammoth, Theater 7: Shoanti Barbarian Hide, Theater 8: Henchman A2: Wax Construct. Exploring Theater 5: Dragonbane Greatsword

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

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

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.

Wax Construct:
Story Bane
Traits:
Construct
Veteran
To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.


Seoni cannot make a STR/Melee 14 check. Dragonbane Greatsword is banished
With a flare of light Seoni revealed the stage. A barbaric wax construct rode a mammoth, wielding a mighty sword. Seoni squinted. "Well, the sword is merely a prop."

Displaying Safe Harbor at Reading Room until start of Seoni's next turn

Safe Harbor:
Display next to a location. While displayed:
* Instead of their first exploration of their turns, local characters may heal 1d4+1 cards.
* At the start of your turn or when a local character explores and encounters a bane, banish.
Recovery: If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Magic / Arcane / Healing

The mammoth, however, looked very real. Seoni cast a protective ward around the reading room in case she needed a safe haven.

Discarding Card Caster to explore Theater 6: Mammoth

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

Discarding The Beating for 1 Combat damage
Discarding Magnetic Grimoire to draw arcane Wall of Fire
Displaying and using Wall of Fire, mastery, using Card Caster, theater penalty
Combat 18+4=22: 1d12 + 5 + 2d6 + 4 + 1d4 ⇒ (5) + 5 + (3, 5) + 4 + (3) = 25
Mammoth is banished

Then she turned her attention to the mammoth. The beast's thunderous hooves shook the stage, but Seoni cast another another curtain of fire to clear the stage. The wax construct leapt clear, but Evni made sure the mammoth stayed down.

Ending turn. Recovery:
Arcane 12: 1d12 + 5 ⇒ (8) + 5 = 13
Bound Elemental is recharged
Arcane 6: 1d12 + 5 ⇒ (3) + 5 = 8
The Lost: Wand of Detect Magic is discarded
Fire Snake, Wall of Fire are discarded.
Resetting hand
(At the start of Raheli's turn)
Recharging Surgeon to heal Card Caster

"Don't worry. I'm just getting warmed up."

Seoni wrote:

Hand: Toad, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Pyrotechnic Blast, Blessing of Pharasma (discard to bless/double bless if spell is cast), Surgeon, The Twin, Locate Object,

Displayed: Safe Harbor (display at any location to let local characters heal 1d4+1 instead of first exploration until start of Seoni's next turn or until a local character explores a bane),
Deck: 7 5 Discard: 8 9 Buried: 2
Notes: Okay to heal. Seoni is available for a summoned Wax Construct at the Theater. Safe Harbor is at Reading Room until start of my next turn. No preference for where Seoni gets moved.
Ask before using: Blessing of Pharasma
Can use without asking: Binder's Tome

Skills and Powers:

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

Powers:
Favored Card: Spell
Proficiencies: Arcane
Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
Hand Size 6 [X] 7 [] 8
[] You may add 1 mastered trait to your check.
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
[X] Add 4 to your check that has a mastered trait.
Reduce damage of a mastered type dealt to you by 2 ([] 4).
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

Hero points: 5

Summary:
Theater 1, 3, 4 are acquired. (Hammer, Crown)
Theater 2, 5, 6 are banished.
Theater 7, 8 are known (Shoanti Barbarian Hide, Proxy A)
Safe Harbor is displayed at Reading Room.


Raheli Deck Handler

Before Seoni's turn ends, discard Fly to examine two cards we already know and move to the Office.

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

Turn 8, The Avalanche
Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.

Pass Cure over to Ramexes at start of turn, then move back to the Reading Room.

Having done her good deed for the day, Raheli settles down to look over the cards spread out through the Reading Room.

The Idiot-CtA: Knowledge 8: 1d8 + 4 ⇒ (7) + 4 = 11 Success!

Discard The Idiot to explore.

The Unicorn-CtA: Disable 8: 1d10 + 3 ⇒ (9) + 3 = 12 Success!

Raheli collects up the various Harrow Cards, knowing that there is probably some deeper meaning to these, but is a bit distracted as yet another Wax Construct enters the room, this time intent on grabbing her.

Discard The Unicorn to explore, passing Blessing of Sivanah over to Alase.

Disable check, recharge both items for 2d4+2.

Wax Construct-CtD: Disable 10: 1d10 + 3 + 2d4 + 2 ⇒ (4) + 3 + (4, 4) + 2 = 17 Defeated, discard Bound Elemental for AYA.

Raheli's hair immediately lights up crackling with Arcane energy, it lashes out like ribbons of steel slicing deep into the Wax Construct while holding it at bay.

Summon and auto Acquire The Liar to close the Reading Room. Then heal The Unicorn when closed as she moves to The Theater.

As it falls, a single Harrow card slowly falls to the ground. Raheli picks it up and adds it to her growing deck and then heads off over to the Theater.

Oops forgot to attempt the recharge on the fly, doing that now.

Raheli, Night-Haired Witch ends her turn.
Raheli, Night-Haired Witch attempts to recover all cards in her Recovery pile.
Fly (x2): Arcane 10: 1d8 + 4 ⇒ (8) + 4 = 12 -> Fly (x2) recharged .
Raheli, Night-Haired Witch resets her hand.

Raheli, Night-Haired Witch wrote:

Hand: The Liar, Staff of Crackling Wrath (1), Dreamcatcher (2), Phoenix Staff (2), Liquid Courage (2), Wand of Detect Magic (1),

Displayed: Flying Squirrel,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support: Use Blessing if needed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Good Omen, Byzantine Lexicon (2), Gem of Mental Acuity (2), Binder's Tome (1), Anathemic Volume (2), Fly (x2), Blessing of the Savored Sting, Augury, Twisted Space, The Unicorn, Blessing of Pharasma
Recharged:
Discard Pile: Cleric of Nethys , Apprentice, Fly, The Idiot, Bound Elemental,
Buried Pile:

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
□ When you suffer Combat (□ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.

Update: Acquired card 1 and 2 at Reading Room, banished card 3 to close Reading Room.(2 Crowns and 1 Book)
Alase: Received Blessing of Sivanah
Ramexes: Received Cure.


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 9, Alase/MorkXII

Random Cards:

Monsters
Spoiler:
Harpy
Core
Monster 2
Traits:
Harpy
To Defeat:
Combat 10
Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location.

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.

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

Spoiler:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.

Spoiler:
Bloodbug Swarm
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12

Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.


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

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

Spoiler:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

Spoiler:
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.

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

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

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

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

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

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

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

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


Spoiler:
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.


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

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


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

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


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

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


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

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

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

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

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Items
Spoiler:
Red Mantis Mask
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

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

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


Spoiler:
Belt of Physical Prowess
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

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

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

Allies
Spoiler:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.

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

Spoiler:
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.

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

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

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

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

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

Spoiler:
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.

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

Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.

Current Hour:

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

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/wkover:
Spoiler:
Hourglass Card 1 Ramexes/wkover
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 2 Seoni/EmpTyger:
Spoiler:
Hourglass Card 2 Seoni/EmpTyger
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 3 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 3 Raheli/rhynndavrie
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hourglass Card 4 Alase/MorkXII:
Spoiler:
Hourglass Card 4 Alase/MorkXII
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 5 Ramexes/wkover:
Spoiler:
Hourglass Card 5 Ramexes/wkover
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 6 Seoni/EmpTyger:
Spoiler:
Hourglass Card 6 Seoni/EmpTyger
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 7 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 7 Raheli/rhynndavrie
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 8 Alase/MorkXII:
Spoiler:
Hourglass Card 8 Alase/MorkXII
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 9 Ramexes/wkover:
Spoiler:
Hourglass Card 9 Ramexes/wkover
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 10 Seoni/EmpTyger:
Spoiler:
Hourglass Card 10 Seoni/EmpTyger
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 11 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 11 Raheli/rhynndavrie
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 12 Alase/MorkXII:
Spoiler:
Hourglass Card 12 Alase/MorkXII
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 13 Ramexes/wkover:
Spoiler:
Hourglass Card 13 Ramexes/wkover
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 14 Seoni/EmpTyger:
Spoiler:
Hourglass Card 14 Seoni/EmpTyger
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 15 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 15 Raheli/rhynndavrie
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

The Theater Card 1 (Shoanti Barbarian Hide):
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.
The Theater Card 2 (Henchman Proxy A2):
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.

Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Ramexes/wkover, None
Office Card 1 (Henchman Proxy A3):
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.
Office Card 2 (Flensing Jelly):
Flensing Jelly
Core
Ally 2
Traits:
Alchemical
Ooze
To Acquire:
Intelligence
Craft 9
OR Wisdom
Survival 11
On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait.
Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait.
DURING RECOVERY
You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card.
Office Card 3:
Venomous Dagger
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Office Card 4:
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.


Blessing of Sivannah received.

Hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Discard Blessing of Sivanah

Draw Tonbarse.
Move to Office.
Display Tonbarse.

Explore: Wax Construct
Tonbarse Attacks. Cast Charm Monster to draw Harpy (2), so +5.
Combat 11+##=17: 1d10 + 5 + 4 + 5 ⇒ (10) + 5 + 4 + 5 = 24 Defeated.
Bury from discard 1d7 ⇒ 3: Blessing of Abadar

Close:
Discard/recharge/discard The Tangled Briar.
Charisma 5+#=9: 1d10 + 3 + 1d10 ⇒ (7) + 3 + (5) = 15 Closed.
Recharge Blackcloth Armor.
Draw Tonbarse.
Move to The Theater.
Display Tonbarse at The Theater.

Bury Charm Monster.
Draw up to 6.

Alase wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2

Powers
God Caller
Hand Size 6 ☐ 7 ☐ 8
Proficient With Light Armors Arcane
After you play an Attack spell, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☑ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

Favored Card Type: Spell or Blessing
Weapon 0 ☐ 1
Spell 5 ☑ 6 ☑ 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 ☑ 6 ☑ 7
Cohort: Tonbarse

Hand: Haste, Object Reading, Stone Skin, Staff of Minor Healing, Bound Imp, Blessing of Abadar
Displayed: Tonbarse
Deck: 7 Discard: 7 Buried: 3
Hero Points: 3 Shirt Reroll Available (1*-A): Yes
Notes: Tonbarse at: The Theater
Haste:
Haste
Spell 2

Traits
Magic
Arcane

Powers
At the end of the turn, discard this card to move a willing character.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Object Reading:
Object Reading
Spell 2

Traits
Magic
Arcane
Divine
Mental

Checks
Intelligence
Arcane
Wisdom
Divine
9
OR
Perception
7

Powers
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.

Stone Skin:
Stone Skin
Spell 1

Traits
Magic
Arcane
Divine

Powers
Display this card next to a character's deck. While displayed, reduce all damage to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead.

Staff of Minor Healing:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Powers
Recharge to heal a local character a card.

Bound Imp:
Bound Imp
Ally 1

Traits
Outsider
Devil

Checks
INTELLIGENCE
WISDOM
ARCANE
DIVINE
6

Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.

Banish to draw 2 cards.

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

Blessing of Abadar:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Tonbarse:
Tonbarse
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Alase

Powers
Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


STR d8 (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (Diplomacy +2; Divine +1) Deck Handler

Out of turn: Accepting Cure from Raheli and moving to Theater upon Office closing.

The Keep. When this is the hour: When you would discard or bury an armor you play, you may recharge it.

The Pathfinders have collected at the theater to take in the arts and catch an intermission or two.

Alase uses healing staff on Ramexes, healing B of Shizuru. Cure cast on Alase. # cards healed?: 1d4 + 1 ⇒ (1) + 1 = 2

A tattered bearskin is piled up in the corner. The party uses it as a cushion, and it falls to pieces.

Explore Barbaraian Hide, auto-fail to acquire. Bury Lookout from discards to explore, encounter WC henchman. Alase passes Stone Skin to Ramexes when WC encountered.

Pausing so another character can encounter henchman first, per location effect. Does Raheli want to take down another WC w/ a disable check?


Recharge Staff of Minor Healing.
Heal: Blessing of Lamashtu and Blessing of Savannah
Give Stone Skin to Ramexes.
Alase will pass on the summoned henchman.

Updated hand:

Alase wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2

Powers
God Caller
Hand Size 6 ☐ 7 ☐ 8
Proficient With Light Armors Arcane
After you play an Attack spell, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location (☐ then, if it is a blessing, you may encounter it), then (☑ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (☑ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it. (☐ You may add d8s instead of the normal dice added by the card.)
[X3] When you encounter a card and Tonbarse is displayed, you may display him at your location. (☐ If you do, add 1d4 to your combat checks during the encounter.)
☐ While you attempt a check to acquire (☐ or would banish) a card that has an adventure deck number at least 2 less than the scenario's adventure deck number, you may recharge a blessing to gain the skill Divine: Charisma +2.
☐ When a character at Tonbarse's location is dealt damage, that character may recharge any number of blessings to reduce all damage by 2 for each blessing recharged.

Favored Card Type: Spell or Blessing
Weapon 0 ☐ 1
Spell 5 ☑ 6 ☑ 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 ☑ 6 ☑ 7
Cohort: Tonbarse

Hand: Haste, Object Reading, Bound Imp, Blessing of Abadar
Displayed: Tonbarse
Deck: 10 Discard: 5 Buried: 4
Hero Points: 3 Shirt Reroll Available (1*-A): Yes
Notes: Tonbarse at: The Theater
Haste:
Haste
Spell 2

Traits
Magic
Arcane

Powers
At the end of the turn, discard this card to move a willing character.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Object Reading:
Object Reading
Spell 2

Traits
Magic
Arcane
Divine
Mental

Checks
Intelligence
Arcane
Wisdom
Divine
9
OR
Perception
7

Powers
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 11 or Perception 9 check to recharge this card instead of discarding it.

Bound Imp:
Bound Imp
Ally 1

Traits
Outsider
Devil

Checks
INTELLIGENCE
WISDOM
ARCANE
DIVINE
6

Powers
While this card is in your hand or when you play it, treat it as either a monster or an ally.
Recharge to draw a card.

Banish to draw 2 cards.

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

Blessing of Abadar:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Tonbarse:
Tonbarse
Cohort B

Traits
Outsider
Eidolon
Arcane
Veteran
Owner: Alase

Powers
Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.
While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


Raheli Deck Handler

Recharge 2 Items - Liquid Courage (2), Staff of Crackling Wrath (1)

Wax Construct-CtD: Disable 10: 1d10 + 3 + 2d4 + 2 ⇒ (3) + 3 + (1, 2) + 2 = 11 Defeated... Barely, but it got there. Discard Wand of Detect Magic for AYA.

Raheli, Night-Haired Witch wrote:

Hand: The Liar, Dreamcatcher (2), Phoenix Staff (2),

Displayed: Flying Squirrel,
Deck: 13 Discard: 6 Buried: 0
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support: Use Blessing if needed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gem of Mental Acuity (2), Fly (x2), Binder's Tome (1), Twisted Space, Blessing of the Savored Sting, The Unicorn, Anathemic Volume (2), Byzantine Lexicon (2), Blessing of Pharasma, Augury, Good Omen
Recharged: Liquid Courage (2), Staff of Crackling Wrath (1),
Discard Pile: Cleric of Nethys , Apprentice, Fly, The Idiot, Wand of Detect Magic (1), Bound Elemental,
Buried Pile:

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
□ When you suffer Combat (□ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.


STR d8 (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (Diplomacy +2; Divine +1) Deck Handler

The group is impressed at the witch's ability to dismantle the animated guardian. In fact, some audience members are convinced that it's all part of the grand spectacle.

Continuing turn. Fire trait counteracts bludgeoning resistance.

An "arm" torn from Raheli's construct inches towards the tiefling.

Combat 19 w/ weapon, recharged stone skin (for power, adding fire trait): 1d8 + 2d6 + 1 + 6 + 1d8 ⇒ (2) + (2, 5) + 1 + 6 + (1) = 17 - using hero point

Combat 19 w/ weapon, recharged stone skin (for power, adding fire trait): 1d8 + 2d6 + 1 + 6 + 1d8 ⇒ (6) + (3, 2) + 1 + 6 + (6) = 24 - defeated

Applying natural heat, Ramexes melts down the unruly appendage. The seared wax slips through the stage cracks, hopefully never to be seen again.

Discard rapier from AYA effect. Get to close from henchman defeat, then will get to try again from empty location. So will try to close without support first.

Dip 9 (5+4): 1d10 + 2 ⇒ (8) + 2 = 10 - ha, location closed!

Use Surgeon to heal a card: Embiggen.

Div 8 cure recovery: 1d10 + 1 ⇒ (10) + 1 = 11 - recharged

Ramexes wrote:

Hand: Dwarven Earthbreaker +1, Blessing of Shizuru, Blessing of Cayden Cailean, Blessing of Abadar, Viking Shieldmaster,

Displayed: Magic Leather Armor,
Deck: 11 Discard: 3 Buried: 2
Hero Points: 2

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee = Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine = Charisma +1
Diplomacy = Charisma +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Divine Weapons
POWERS: (Haruspex)
When you defeat a monster, you may examine the top card ([X] or top 2 cards) ([] or top 3 cards) of your location deck ([X] or any) location deck ([] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter).

Reroll used?: Y

Theater is closed and rebuilt. Another STAGE CLEAR can be reported.

It's possible that Ramexes will get to examine the top 2 cards of the new Theater, depending on how the timing is ruled.


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 11, Seoni/EmpTyger

Random Cards:

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

Spoiler:
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.

Spoiler:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

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

Spoiler:
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.

Barriers
Spoiler:
Assassination Squad
CotCT
Barrier 3
Traits:
Skirmish
Trigger
To Defeat:
None 0
When examined, you may move to this location and encounter this barrier.
When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated.

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

Spoiler:
Symbol of Agony
CotCT
Barrier 2
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 9
If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location.

Spoiler:
Symbol of Insanity
Core
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.

Spoiler:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.

Weapons
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.

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

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

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

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

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

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


Spoiler:
Death's Touch
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.

DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.


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

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

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

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


Armors
Spoiler:
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.

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

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

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

Spoiler:
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.

Items
Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

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

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

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

Spoiler:
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.

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

Spoiler:
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.

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

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

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

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


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

Spoiler:
The Dance
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, discard to bless twice.
Discard to explore.

Spoiler:
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.

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

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

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

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 1 Raheli/rhynndavrie
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hourglass Card 2 Alase/MorkXII:
Spoiler:
Hourglass Card 2 Alase/MorkXII
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 3 Ramexes/wkover:
Spoiler:
Hourglass Card 3 Ramexes/wkover
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 4 Seoni/EmpTyger:
Spoiler:
Hourglass Card 4 Seoni/EmpTyger
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 5 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 5 Raheli/rhynndavrie
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 6 Alase/MorkXII:
Spoiler:
Hourglass Card 6 Alase/MorkXII
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 7 Ramexes/wkover:
Spoiler:
Hourglass Card 7 Ramexes/wkover
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 8 Seoni/EmpTyger:
Spoiler:
Hourglass Card 8 Seoni/EmpTyger
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 9 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 9 Raheli/rhynndavrie
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 10 Alase/MorkXII:
Spoiler:
Hourglass Card 10 Alase/MorkXII
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 11 Ramexes/wkover:
Spoiler:
Hourglass Card 11 Ramexes/wkover
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 12 Seoni/EmpTyger:
Spoiler:
Hourglass Card 12 Seoni/EmpTyger
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 13 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 13 Raheli/rhynndavrie
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

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

The Theater Card 1:
Flaming Mace
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
The Theater Card 2:
Cerulean Mastermind
CotCT
Ally 3
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Stealth 12
On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth.
Discard to explore. This exploration, on your Stealth checks, add 1d10.
The Theater Card 3:
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
The Theater Card 4:
Ghast
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.
The Theater Card 5:
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.
The Theater Card 6:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
The Theater Card 7:
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
The Theater Card 8:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

(During Raheli's turn)
Recovery: Revealing Binder's Tome
Arcane 10: 1d12 + 5 ⇒ (12) + 5 = 17
Safe Harbor is recharged
(During Ramexes's turn)
Theater: Drawing Helm of Telepathy

Seoni made it to the theater just in time for the next scene.

(Seoni's turn)
Publican o'clock: When you would discard an ally, recharge it instead.
Banishing Locate Object to recovery to examine and encounter Theater 1: Flaming Mace

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

Seoni cannot make a STR/Melee 10 check. Flaming Mace is banished. Theater is shuffled
There was something odd about the fire lighting the stage. Seoni cast a divination spell to investigate the special effect. "How primitive," she said dismissively.

Shuffled Theater: 1d7 + 1 ⇒ (4) + 1 = 5
Discarding The Twin to explore Theater 5: 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.

Shuffled Theater: 1d7 + 1 ⇒ (4) + 1 = 5
Shuffled Theater: 1d7 + 1 ⇒ (3) + 1 = 4
Using The Twin to evade Totem Klar. Totem Klar is recharged into Theater. Using The Twin to explore Theater 4: Ghast
Ghast:
Core
Monster 3
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 13+##
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted.
If undefeated, banish an ally; if you cannot, suffer the scourge Dazed.

Everyone must make a CON/Fortitude 6 check or become Exhausted
CON 6: 1d6 ⇒ 6
Discarding Blessing of Pharasma to draw arcane Wall of Fire.
Displaying and using Wall of Fire, undead, mastery, theater penalty,
Combat 13+8+4=25: 1d12 + 5 + 2d10 + 4 ⇒ (6) + 5 + (4, 7) + 4 = 26
Ghast is banished

A mirror image continued investigating the various props, but Seoni herself had more important things to attend to. "Watch out," she warned as a ghast emerged for an encore. The sorcerer cast a wall of fire to char the undead before any more could emerge.

Shuffled Theater: 1d7 + 1 ⇒ (3) + 1 = 4
Shuffled Theater: 1d7 + 1 ⇒ (3) + 1 = 4

Shuffled Theater: 1d7 + 1 ⇒ (5) + 1 = 6
Discarding and recharging Toad using Publican to explore Theater 6: Henchman A2: Wax Construct

Wax Construct:
Story Bane
Traits:
Construct
Veteran
To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.


Alerted by her familiar, Seoni noticed a figure trying to penetrate her wall...

(Pausing in case someone (Ramexes?) wants to summon a Wax Construct? Wall of Fire is adding a free +2d4 and Fire)


Con 6: 1d6 ⇒ 4 Exhausted.


STR d8 (Melee +3) | DEX d6 | CON d8 | INT d6 | WIS d4 | CHA d10 (Diplomacy +2; Divine +1) Deck Handler

Out of turn: con check and combat.

Con 6 Ghast BYA: 1d8 ⇒ 1 - fail, Ramexes is exhausted

Combat 19 w/ weapon, WoF bonus: 1d8 + 2d6 + 7 + 2d4 ⇒ (8) + (6, 6) + 7 + (1, 3) = 31 - defeated

Recharging shieldmaster, per hour, for aya discard.

Ramexes wrote:

Hand: Dwarven Earthbreaker +1, Blessing of Shizuru, Blessing of Cayden Cailean, Blessing of Abadar,

Displayed: Magic Leather Armor,
Deck: 12 Discard: 3 Buried: 2
"Hero Points: 1 // Ramexes has the following scourges marked:
Exhausted:
While Marked:
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.

"

Skills and Powers:
SKILLS

Strength d8 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee = Strength +3
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Wisdom d4 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Charisma d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine = Charisma +1
Diplomacy = Charisma +2
Favored Card: Weapon
Hand Size: 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☐ 10
Proficiencies:
Divine Weapons
POWERS: (Haruspex)
When you defeat a monster, you may examine the top card ([X] or top 2 cards) ([] or top 3 cards) of your location deck ([X] or any) location deck ([] and put them back in any order).
You may recharge a card that has the Divine trait to add 1d8 and the Fire trait to your combat check.
You may bury an ally from your discard pile to explore your location ([X] or to evade a bane you encounter).

Reroll used?: Y


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

(Resuming turn)
Shuffled Theater: 1d7 + 1 ⇒ (4) + 1 = 5
Shuffled Theater: 1d7 + 1 ⇒ (3) + 1 = 4
Shuffled Theater: 1d7 + 1 ⇒ (4) + 1 = 5
Shuffled Theater: 1d7 + 1 ⇒ (3) + 1 = 4
Shuffled Theater: 1d7 + 1 ⇒ (5) + 1 = 6
Shuffled Theater: 1d7 + 1 ⇒ (5) + 1 = 6

Shuffled Theater: 1d7 + 1 ⇒ (6) + 1 = 7
Shuffled Theater: 1d7 + 1 ⇒ (3) + 1 = 4
Shuffled Theater: 1d7 + 1 ⇒ (3) + 1 = 4

Shuffled Theater: 1d7 + 1 ⇒ (7) + 1 = 8
Ramexes examines Theater 7: Foreign Trader, Theater 8: Flanking Attack

The Foreign Trader:
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.

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

Discarding Helm of Telepathy to draw Fire Snake
Using Wall of Fire, vulnerable, mastery
Combat 11+8=19: 1d12 + 5 + 2d6 + 4 + 4 ⇒ (10) + 5 + (3, 3) + 4 + 4 = 29
Burying The Beating. Wax Construct is banished.
Closing Theater: Revealing Binder's Tome
CHA 5+4=9: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (4) = 14
Theater is closed. Raheli, Ramexes, Alase, may each draw a card. A new Theater is built. Everyone moves to the new Theater

But it wasn't just one figure. Ramexes shouted a warning that a whole ensemble of wax constructs were waiting in the wings. "Enough of this," muttered Seoni. With a powerful blast she dropped her wall of fire like a curtain call, ending the scene completely.

Ending turn. Recovery: Revealing Binder's Tome
Arcane 8: 1d12 + 5 + 1d4 ⇒ (2) + 5 + (3) = 10
Locate Object is recharged. Wall of Fire is recharged
Resetting hand

But a new scene followed almost immediately.

Seoni wrote:

Hand: Fire Snake, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Pyrotechnic Blast, Card Caster, Marionette, Bound Elemental, Blessing of Lamashtu (discard to bless/bury to doublebless to defeat monster),

Displayed:
Deck: 6 Discard: 8 Buried: 3
Notes: Okay to heal. Seoni is available for a summoned Wax Construct at the Theater.
Ask before using: Blessing of Lamashtu
Can use without asking: Binder's Tome

Skills and Powers:

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

Powers:
Favored Card: Spell
Proficiencies: Arcane
Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
Hand Size 6 [X] 7 [] 8
[] You may add 1 mastered trait to your check.
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
[X] Add 4 to your check that has a mastered trait.
Reduce damage of a mastered type dealt to you by 2 ([] 4).
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

Hero points: 5

Summary:
Theater 1, 4, 6 are banished.
Theater is closed.
New Theater is built.
Raheli must make a CON/Fortitude 6 check or be exhausted.
Everyone is at new Theater.
Raheli, Alase, Ramexes may each draw a card.


Raheli Deck Handler

Ghast-BYA: Con 6: 1d6 ⇒ 3 Exhausted as well.

Drawing Blessing of Pharasma for the close.

Raheli, Night-Haired Witch wrote:

Hand: Good Omen, Dreamcatcher (2), Phoenix Staff (2), The Liar, Blessing of Pharasma,

Displayed: Flying Squirrel,
Deck: 11 Discard: 6 Buried: 0
Hero Points: 3
Box Reroll Used N // Raheli, Night-Haired Witch has the following scourges marked:
Exhausted:
While Marked:
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.


NOTES:
Available Support: Use Blessing if needed.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Anathemic Volume (2), Blessing of the Savored Sting, The Unicorn, Augury, Gem of Mental Acuity (2), Byzantine Lexicon (2), Twisted Space, Fly (x2), Binder's Tome (1)
Recharged: Liquid Courage (2), Staff of Crackling Wrath (1),
Discard Pile: Cleric of Nethys , Apprentice, Fly, The Idiot, Wand of Detect Magic (1), Bound Elemental,
Buried Pile:

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

Favored Card: Item
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Arcane
POWERS:
For your combat check, you may recharge a card to use Dexterity + 1d8 (■ 2d8) and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (□ If you succeed at the check, you may draw a card.)
On your check to defeat (■ or to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (■ plus the items' highest level) to your check. (□ Then you may shuffle your deck.)
□ On your Dexterity check, you may discard a spell to reroll.
□ When you suffer Combat (□ or any) damage, you may discard a spell or an item to reduce it to 0.
□ When you fail to acquire a boon and would banish it, you may instead shuffle it(□ or reload ) into its location.


The Second Act has begun!


6-99A: The Theater - Second Act:

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

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

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

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

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

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

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

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


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 12, Raheli/rhynndavrie

Random Cards:

Monsters
Spoiler:
Inquisitor Devil
CotCT
Monster 3
Traits:
Devil
Outsider
To Defeat:
Combat 17
OR Arcane 10
Immune to Fire and Poison. Resistant to Acid, Cold, and Melee.
While acting, when another character plays a card, they suffer 1 Cold damage.
If undefeated, suffer the scourge Poisoned.

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

Spoiler:
Basilisk
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.

Spoiler:
Pixie Gang
Core
Monster 2
Traits:
Fey
Swarm
To Defeat:
Combat 13
OR Dexterity
Acrobatics 10
On the check to defeat, add the number of other local characters.
If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character.

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

Barriers
Spoiler:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.

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.

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

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

Spoiler:
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.

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

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

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

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

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

Spells
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.


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

Spoiler:
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.


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

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


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.


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

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

Spoiler:
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.

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

Spoiler:
Mithral Chain Shirt
CotCT
Armor 2
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.

Items
Spoiler:
Red Mantis Mask
CotCT
Item 3
Traits:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.

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

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

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

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

Allies
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.

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

Spoiler:
Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.

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

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

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


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

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

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

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

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

Hour Power: On your check, you may banish a boon to reroll a die.

Current Hour:

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

Hours Remaining: 12

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Alase/MorkXII:
Spoiler:
Hourglass Card 1 Alase/MorkXII
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 2 Ramexes/wkover:
Spoiler:
Hourglass Card 2 Ramexes/wkover
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 3 Seoni/EmpTyger:
Spoiler:
Hourglass Card 3 Seoni/EmpTyger
The Owl
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
Hourglass Card 4 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 4 Raheli/rhynndavrie
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
Hourglass Card 5 Alase/MorkXII:
Spoiler:
Hourglass Card 5 Alase/MorkXII
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 6 Ramexes/wkover:
Spoiler:
Hourglass Card 6 Ramexes/wkover
The Bear
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your Strength check, add 2.
To Acquire:
Strength
Acrobatics 4+#
On your check, freely discard to use your Strength die instead of the normal die.
Discard to explore.
Hourglass Card 7 Seoni/EmpTyger:
Spoiler:
Hourglass Card 7 Seoni/EmpTyger
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 8 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 8 Raheli/rhynndavrie
The Locksmith
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may recharge a card to replace all d4s with d8s.
To Acquire:
Dexterity
Disable 4+#
On any check, discard to bless.
On any Acrobatics or Disable check, discard to bless twice.
Discard to explore. This exploration, the first time you encounter a barrier, you may evade it.
Hourglass Card 9 Alase/MorkXII:
Spoiler:
Hourglass Card 9 Alase/MorkXII
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.
Hourglass Card 10 Ramexes/wkover:
Spoiler:
Hourglass Card 10 Ramexes/wkover
The Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hourglass Card 11 Seoni/EmpTyger:
Spoiler:
Hourglass Card 11 Seoni/EmpTyger
The Trumpet
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
Hourglass Card 12 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 12 Raheli/rhynndavrie
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.

Location #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: Seoni/EmpTyger, Ramexes/wkover, Alase/MorkXII, Raheli/rhynndavrie, None

The Theater Card 1:
Balimar and Balio
TotH
Story Bane 1
Type: Monster
Traits:
Construct
Eidolon
AND
Storykin
Summoner
Veteran
To Defeat:
Combat 10+##
THEN Combat 12+##
OR Acrobatics
Diplomacy 6

Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.

The Theater Card 2:
Frost Longspear
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
The Theater Card 3:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
The Theater Card 4:
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.
The Theater Card 5:
Locked Door
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
The Theater Card 6:
Infantry Devil
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
The Theater Card 7:
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
The Theater Card 8:
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
The Theater Card 9:
Mist Horror
CotCT
Monster 3
Traits:
Elemental
Outsider
To Defeat:
Combat 14
Immune to Electricity and Ranged. Vulnerable to Cold.
If the check to defeat does not have the Magic trait, this monster is undefeated.
After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location.
The Theater Card 10:
Sable Company Leathers
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
The Theater Card 11:
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.


Raheli Deck Handler

Turn 12, The Empty Throne
Hour Power: On your check, you may banish a boon to reroll a die.

Raheli is a little overwhelmed by the sudden arrival of multiple copies, she quickly sends Rocky up to scout out the way. He leads her across the stage, her hair weaving a defensive shield as Rocky leads her swiftly to the source of the danger.

Before acting, everyone needs to make Dex/Acro 8 check or take 1d4 Fire damage.

Not feeling great on making that and kind of need my cards at the moment, spending a BoPharasma.

Balimar and Balio-BYA: Acrobatics 8: 2d10 + 3 ⇒ (3, 10) + 3 = 16

Hold to see where we are at for fight/assistance.


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

(On Raheli's turn)
Seoni cannot make a DEX 4+4=8 check
Fire damage: 1d4 ⇒ 2
Mastery prevents 2 Fire damage

Seoni smiled as the puppetmaster revealed himself. She was one step ahead of him.

Seoni wrote:

Hand: Fire Snake, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Pyrotechnic Blast, Card Caster, Marionette, Bound Elemental, Blessing of Lamashtu (discard to bless/bury to doublebless to defeat monster),

Displayed:
Deck: 6 Discard: 8 Buried: 3
Notes: Okay to heal. Seoni is available for a summon at the Theater.
Ask before using: Blessing of Lamashtu
Can use without asking: Binder's Tome

Skills and Powers:

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

Powers:
Favored Card: Spell
Proficiencies: Arcane
Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
Hand Size 6 [X] 7 [] 8
[] You may add 1 mastered trait to your check.
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
[X] Add 4 to your check that has a mastered trait.
Reduce damage of a mastered type dealt to you by 2 ([] 4).
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

Hero points: 5


Give Staff of Minor Healing to Raheli.
Fire damage: 1d4 ⇒ 2: Discard Haste and Object Reading.
BoAbadar and BoPharasma available.


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

Banishing Marionette to recovery, construct bonus, revealing Binder's Tome, theater penalty. Raheli discards the Liar and 5 cards from her deck.
Combat 10+8+4=22: 7d12 + 5 + 3d6 + 1d4 ⇒ (3, 4, 3, 5, 4, 5, 6) + 5 + (4, 2, 1) + (1) = 43
1st check succeeded

With a wild yank of magic, Seoni took control of the puppet. "Enough of your lies."

Seoni wrote:

Hand: Fire Snake, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Pyrotechnic Blast, Card Caster, Bound Elemental, Blessing of Lamashtu (discard to bless/bury to doublebless to defeat monster),

Displayed:
Deck: 6 Discard: 8 Buried: 3
Notes: Okay to heal. Seoni is available for a summon at the Theater.
Ask before using: Blessing of Lamashtu
Can use without asking: Binder's Tome

Skills and Powers:

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

Powers:
Favored Card: Spell
Proficiencies: Arcane
Mastered traits: [X] Fire [] Acid [] Cold [] Electricity
Hand Size 6 [X] 7 [] 8
[] You may add 1 mastered trait to your check.
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) or mastered trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait or mastered trait.
When you acquire a card that has a mastered trait or an ally ([X] or a spell), you may draw a card.
[X] Add 4 to your check that has a mastered trait.
Reduce damage of a mastered type dealt to you by 2 ([] 4).
At the start of each scenario, after drawing starting hands, you may discard a new Harrow blessing.

Hero points: 5


Raheli Deck Handler

With Seoni easily holding him in place with her Marionette spell, Raheli and Rocky set about flying through the air, winding a rope in a tight binding around him, dodging the inevitable strikes that lash out at her to prevent their master being bound.

Bury Blessing of Lamashtu to bless twice. Recharging 3 items, largest is Adv 2.

Balimar and Balio-CtD: Acrobatics 14: 2d10 + 3 + 3d4 + 2 ⇒ (10, 1) + 3 + (2, 3, 2) + 2 = 23 Success!

Victory!!


6-99A: The Theater

Development:

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

What even is today?

You wisely choose the forest and rush in.

Reward
Loot: the blessing The Theater.

The Theater:

Blessing
Traits: Harrow Suit: Crowns Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

Adventure Card Society characters may choose a bonus deck upgrade.

Acquired cards will be posted to the discussion.


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


During This Adventure:

Setup Details:
While setting up, set aside all non-Harrow Blessings from the vault; if you run out of harrow blessings, shuffle them back into the vault.
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.

The harrow suit is the hour’s suit.

When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.

When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.

When you fail a check to acquire a Harrow blessing you may shuffle it into your location.

When choosing deck upgrades, treat Harrow blessings as level #.

During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct – Proxy B into a random open location.

If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct – Proxy A into it, then report a “Stage Clear” success to the table coordinator.

After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio and a number equal to the number of locations each of non-closing henchmen Wax Construct – Proxy B and new monsters; shuffle 3 into the Theater and 2 into each other location.

To win, corner and defeat the Villain Balimar and Balio

Additional Rules: Villain
None

Henchmen (Closing)
Wax Constructs - Proxy A

Henchmen (Non-Closing)
Wax Constructs - Proxy B

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

Danger:

Wax Construct:

Story Bane
Traits:
Construct
Veteran

To Defeat:
Combat 11+##OR
CraftDisable 6+#

Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed.

Scenario Level (#): 4

Turn: 1, Alase/MorkXII

Random Cards:

Monsters
Spoiler:
Enormous Reefclaw
CotCT
Monster 3
Traits:
Aberration
Aquatic
To Defeat:
Combat 19
Before acting, each local character suffers 1 Combat damage.
If this monster would be defeated, reroll.

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

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

Spoiler:
Smoke Slayer
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.

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.

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

Spoiler:
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.

Spoiler:
Evil Eye
Core
Barrier 0
Traits:
Curse
Magic
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Knowledge
Stealth 8+#
When examined, suffer the scourge Dazed then banish this barrier.
Cannot be evaded.
If undefeated, suffer the scourge Dazed then banish this barrier.

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

Spoiler:
Wall of Lightning
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.

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

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

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

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

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

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

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


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

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


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

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


Spoiler:
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.


Spoiler:
Chain Lightning
CotCT
Spell 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.

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


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

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

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

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

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

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

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

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

Spoiler:
Iron Shackles
CotCT
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 9
When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead.
When a local character would move, recharge; that character does not move.

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

Allies
Spoiler:
Raccoon
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.

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

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

Spoiler:
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.

Spoiler:
Magistrate
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.

Blessings
Spoiler:
The Theater
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played.
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.

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

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

Spoiler:
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.

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

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

Current Hour:

The Demon's Lantern:
The Demon's Lantern
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
Veteran
When this is the hour: On your check against a barrier, the difficulty is increased by 3.
To Acquire:
Dexterity
Disable 4+#
On your check, freely discard to use your Dexterity die instead of the normal die.
Discard to remove up to 2 of your scourges.
Discard to explore.

Hours Remaining: 23

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/wkover:
Spoiler:
Hourglass Card 1 Ramexes/wkover
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
Hourglass Card 2 Seoni/EmpTyger:
Spoiler:
Hourglass Card 2 Seoni/EmpTyger
The Mountain Man
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
To Acquire:
Constitution
Fortitude 4+#
On a Strength or Constitution check, after the roll, discard to add 3.
Discard to explore.
Hourglass Card 3 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 3 Raheli/rhynndavrie
The Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Hourglass Card 4 Alase/MorkXII:
Spoiler:
Hourglass Card 4 Alase/MorkXII
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Hourglass Card 5 Ramexes/wkover:
Spoiler:
Hourglass Card 5 Ramexes/wkover
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hourglass Card 6 Seoni/EmpTyger:
Spoiler:
Hourglass Card 6 Seoni/EmpTyger
The Tangled Briar
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to remove a scourge from a character or a location.
Discard to explore.
Hourglass Card 7 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 7 Raheli/rhynndavrie
The Waxworks
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
To Acquire:
Constitution
Arcane 4+#
On your check, discard this card and another card to bless twice.
Discard to explore.
Hourglass Card 8 Alase/MorkXII:
Spoiler:
Hourglass Card 8 Alase/MorkXII
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
Hourglass Card 9 Ramexes/wkover:
Spoiler:
Hourglass Card 9 Ramexes/wkover
The Joke
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
To Acquire:
Intelligence
Craft 4+#
On any check, discard to bless.
On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless.
Discard to explore.
Hourglass Card 10 Seoni/EmpTyger:
Spoiler:
Hourglass Card 10 Seoni/EmpTyger
The Keep
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
To Acquire:
Strength
Fortitude 4+#
On any check, discard to bless.
On any check against a barrier or to close, discard to bless twice.
Bury to explore. This exploration, you cannot suffer damage or scourges.
Hourglass Card 11 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 11 Raheli/rhynndavrie
The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Hourglass Card 12 Alase/MorkXII:
Spoiler:
Hourglass Card 12 Alase/MorkXII
The Empty Throne
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hourglass Card 13 Ramexes/wkover:
Spoiler:
Hourglass Card 13 Ramexes/wkover
The Avalanche
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
Hourglass Card 14 Seoni/EmpTyger:
Spoiler:
Hourglass Card 14 Seoni/EmpTyger
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hourglass Card 15 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 15 Raheli/rhynndavrie
The Hidden Truth
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards.
To Acquire:
Intelligence
Stealth 4+#
On your check, freely discard to use your Intelligence die instead of the normal die.
Recharge to examine the top card of your location, then you may discard a card to explore.
Hourglass Card 16 Alase/MorkXII:
Spoiler:
Hourglass Card 16 Alase/MorkXII
The Brass Dwarf
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead.
To Acquire:
Constitution
Fortitude 4+#
On any Constitution check, discard to bless twice.
Discard to explore.
Hourglass Card 17 Ramexes/wkover:
Spoiler:
Hourglass Card 17 Ramexes/wkover
The Carnival
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: All damage is Mental damage that cannot be reduced.
To Acquire:
Wisdom
Acrobatics 4+#
On any check, discard to bless.
After the roll, you may flip 1 non-d4 die upside-down and take the new result.
Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location.
Hourglass Card 18 Seoni/EmpTyger:
Spoiler:
Hourglass Card 18 Seoni/EmpTyger
The Eclipse
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3.
To Acquire:
Wisdom
Divine 4+#
On any check, freely discard to bless.
Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead.
Hourglass Card 19 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 19 Raheli/rhynndavrie
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
Hourglass Card 20 Alase/MorkXII:
Spoiler:
Hourglass Card 20 Alase/MorkXII
The Queen Mother
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Knowledge check is blessed.
To Acquire:
Wisdom
Knowledge 4+#
On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1.
Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2.
Hourglass Card 21 Ramexes/wkover:
Spoiler:
Hourglass Card 21 Ramexes/wkover
The Inquisitor
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: You may not use powers to reroll dice.
To Acquire:
Intelligence
Diplomacy 4+#
On any check, discard to bless and ignore immunities and resistances.
Discard to explore. This exploration, you may ignore immunities and resistances.
Hourglass Card 22 Seoni/EmpTyger:
Spoiler:
Hourglass Card 22 Seoni/EmpTyger
The Betrayal
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
Hourglass Card 23 Raheli/rhynndavrie:
Spoiler:
Hourglass Card 23 Raheli/rhynndavrie
The Fiend
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.

Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: None

Pits Card 1:
Evoker
Core
Monster 1
Traits:
Halfling
Wizard
Veteran
To Defeat:
Combat 10+##
OR Intelligence
Arcane 7+#
Roll 1d6. This monster gains the trait and all damage is:
1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage.
After acting, suffer 1d4 damage.
Pits Card 2:
Henchman Proxy A1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Pits Card 3:
Ring of Evasion
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Arcane
Craft 9
When you encounter a bane, recharge to evade it.
When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1.
Pits Card 4:
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.
Pits Card 5:
The Snakebite
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
To Acquire:
Intelligence
Craft 4+#
On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead.
Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait.
Pits Card 6:
Balimar and Balio
TotH
Story Bane 1
Type: Monster
Traits:
Construct
Eidolon
AND
Storykin
Summoner
Veteran
To Defeat:
Combat 10+##
THEN Combat 12+##
OR Acrobatics
Diplomacy 6+#

Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.

Pits Card 7:
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Pits Card 8:
Ghastly Runes
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Pits Card 9:
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.
Pits Card 10:
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.

Location #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 4
Located/Displayed Here: None
The Theater Card 1:
Maiden's Helm
CotCT
Armor 3
Traits:
Gray Maiden
Heavy Armor
Helm
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 10
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer Combat damage, freely reveal to reduce it by 2.
On your Diplomacy check, reveal to add 1d6.
After playing this armor, you may not play a Helm boon this encounter.
The Theater Card 2:
Barghest
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
The Theater Card 3:
Henchman Proxy B2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
The Theater Card 4:
Henchman Proxy B3
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
The Theater Card 5:
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Theater Card 6:
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.
The Theater Card 7:
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The Theater Card 8:
Henchman Proxy A2
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
The Theater Card 9:
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.
The Theater Card 10:
Venomous Hand Crossbow
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
The Theater Card 11:
Imprisonment
Core
Barrier 2
Traits:
Lock
Obstacle
To Defeat:
Dexterity
Diplomacy
Disable
Stealth 9
If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster.
If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally.

Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 3
Located/Displayed Here: None
Office Card 1:
Fate-reader Lenses
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Office Card 2:
The Mute Hag
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Office 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.
Office Card 4:
Djinn
Core
Ally 3
Traits:
Genie
Outsider
To Acquire:
Charisma
Diplomacy
Knowledge 12
Recharge to draw a card, then shuffle your deck.
Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore.
Office Card 5:
Henchman Proxy B1
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Office Card 6:
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.
Office Card 7:
Flanking Attack
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
Office Card 8:
Ghoul Bat
CotCT
Monster 2
Traits:
Ghoul
Undead
To Defeat:
Combat 12
Immune to Mental and Poison.
Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card.
If undefeated, either banish an ally or suffer the scourges Dazed and Plagued.
Office Card 9:
Shock Kukri
CotCT
Weapon 3
Traits:
Electricity
Finesse
Knife
Magic
Melee
Slashing
To Acquire:
Strength
Acrobatics
Melee 12
For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4.
Office Card 10:
Card Caster
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.

Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 3 ?: 3
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie, None
Reading Room Card 1:
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.
Reading Room Card 2:
Henchman Proxy B4
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition.
Reading Room Card 3:
The Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
Reading Room Card 4:
The Uprising
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
Reading Room Card 5:
Treacherous Tunnels
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
Reading Room Card 6:
Magical Mansion
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.

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

Reading Room Card 7:
Diseased Rats
CotCT
Monster 2
Traits:
Animal
Swarm
To Defeat:
Combat 13
OR Stealth
Survival 9
Vulnerable to Attack.
If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location.
Reading Room Card 8:
The Peacock
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, if no boons are played, it is blessed.
To Acquire:
Dexterity
Diplomacy 4+#
On any check, recharge to bless.
No other boon may be played on this check.
Discard to explore.
Reading Room Card 9:
Circlet of Mental Acuity
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
Reading Room Card 10:
Mistform
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.

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


Key's reward

Alase - Belt of Physical Prowess:

Core Item 2
Traits: Accessory Magic
To Acquire: Strength Dexterity Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.

Ramexes - The Unveiling:

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

Seoni - 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.

Raheli - Wayfinder:

Core Item 3
Traits: Magic Object
To Acquire: Wisdom Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore.

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Community / Forums / Online Campaigns / Play-by-Post / [Gameday IX] [PACS] 6-99 Tyrant of the Harrow by Rhynn Davrie All Messageboards

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