| Rhynn - Raheli |
Hand: Twisted Space, Byzantine Lexicon (2), Binder's Tome (1), Wand of Detect Magic (1), Wayfinder (3), Cleric of Nethys , Blessing of Seventh Veil,
Displayed: Flying Squirrel,
Deck: 13 Discard: 0 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): Apprentice, Augury, Blessing of the Savored Sting (2), Anathemic Volume (2), Phoenix Staff (2), Blessing of the Savored Sting, Dreamcatcher (2), Cure, Staff of Crackling Wrath (1), Good Omen, Gem of Mental Acuity (2), Bound Elemental, Fly
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 ☐ +2Favored 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.
| MorkXII - Alase |
Start at Reading Room.
Skills and Powers:Hand: Eloquence, Haste, Belt of Physical Prowess, Ruby of Charisma, Staff of Minor Healing, Blessing of Nethys, Blessing of PharasmaSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: [/b]
Eloquence:[b]Eloquence
Spell BTraits
Magic
Arcane
Divine
BasicPowers
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 2Traits
Magic
ArcanePowers
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.Ruby of Charisma:Ruby of Charisma
Item BTraits
Object
MagicChecks
Charisma
7Powers
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 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.Blessing of Pharasma:Blessing of Pharasma
Blessing BTraits
Divine
PharasmaPowers
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.Tonbarse:Tonbarse
Cohort BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| MorkXII - Alase |
Hour: On your check against a barrier, the difficulty is increased by 3.
Display Tonbarse.
Explore: Henchman Proxy A4 / Wax Construct
Tonbarse attacks. Cast Eloquence. Shuffle Blessing of Pharasma into deck to double bless. +1 from location
Combat 11+##=19: 1d10 + 5 + 4 + 3 + 2d10 + 1 ⇒ (10) + 5 + 4 + 3 + (1, 9) + 1 = 33 Defeated.
Discard Belt of Physical Prowess.
Close:
Summon a blessing: The Theater. Auto-acquired, location closed (no villain).
Draw Tonbarse.
Move to Office.
Display Tonbarse at Office.
Recover Eloquence Arcane 8: 1d10 + 5 ⇒ (2) + 5 = 7 Discarded.
Skills and Powers:Hand: Haste, Ruby of Charisma, Staff of Minor Healing, Blessing of Abadar, Blessing of Nethys, The TheaterSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 13 Discard: 2 Buried: 0
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Office
Haste:Haste
Spell 2Traits
Magic
ArcanePowers
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.Ruby of Charisma:Ruby of Charisma
Item BTraits
Object
MagicChecks
Charisma
7Powers
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 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.Blessing of Abadar:Blessing of Abadar
Blessing 2Traits
Divine
AbadarPowers
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 Nethys:Blessing of Nethys
Blessing 4Traits
Divine
NethysPowers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.The Theater:The Theater
Blessing 1Traits
Suit: Crowns
Harrow
VeteranChecks
Charisma
Divine
4+#Powers
WHEN THIS IS THE HOUR
At the start of your turn, examine the top card of your location; you may encounter it.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.Tonbarse:Tonbarse
Cohort BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| wkover - Ramexes |
Starting at the Office.Hour: 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. (Weird, this was my starting hour last game.)
Per hour, examine top card of Office: Fate Reader Lenses (Item 3). Is Magic, so will encounter. Asking Alase for blessing.
Div 8 w/ blessing: 2d10 + 1 ⇒ (8, 7) + 1 = 16 - item 3 acquired
In a fitful sleep, Ramexes dreams of crystal-cut lenses. When he awakes, strangely, he finds them curled into his hand.
Discard Lenses to examine and rearrange top 3 cards of Office: Mute Hag blessing, Henchman Proxy, Djinn. Cards reordered as Djinn, Mute Hag, Henchman.
Encounter Djinn as free explore.
Know 12 w/ recharged Grappler's Mask (using Melee), burying my Cayden Cailean (2 dice for NC strength): 1d8 + 6 + 2d8 ⇒ (4) + 6 + (6, 5) = 21 - ally 3 acquired
Another flash of insight: A Djinn is behind the curtain! The pitborn dodges a wax figure to accost and capture the magical wish-granting creature.
Hand: Disrupting Rapier +1, Djinn, Viking Shieldmaster, Blessing of the Lord In Iron, The Unveiling,
Displayed:
Deck: 15 Discard: 1 Buried: 1
"Hero Points: 1
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
Cards 1, 4 at Office have been acquired. Next 2 cards are #2 (Hag blessing) and #3 (henchman).
| Seoni WotR-EmpTyger |
From previous play on Tabletop Simulator: Power Feat: Add 4 to your check that has a mastered feat
Upgraded Blessing B of the Spellbound into Blessing 4 of Lamashtu
Upgrading Blessing 1 of Pharasma into Blessing B of the Spellbound
Starting at Raheli's location
Discarding Random Blessing 2: The Idiot
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.
It was a strange sensation, this harrow realm. She felt cut off from Pharasma, but her sorcery was bound so tightly to her, that she felt it burn even stronger.
But as the theater rebuilt around her- yet again- Seoni couldn't help but feel a little foolish. Shining a wand like a flashlight, she prepared to search anew.
Hand: Wand of Detect Magic, Blessing of the Spellbound 1 (discard to bless/double bless if spell is cast), Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), 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), Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Toad, Wand of Flame,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes:
Ask before using:
Can use without asking:
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
(Seoni's turn)
Hourglass 2: Mountain Man o'clock: On your Strength or Constitution check, you may recharge a card to reroll.
Moving to Office
Exploring Office 2: The Mute Hag
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.
Revealing Binder's Tome
Arcane 4+4=8: 1d12 + 5 + 1d4 ⇒ (11) + 5 + (2) = 18
The Mute Hag is acquired
Seoni felt like the constructs were trying to tell her something, but their waxen throats could not communicate.
Discarding Toad to explore Office 3: Proxy A3: Wax Construct
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.
Discarding Safe Harbor to draw arcane Toad
Banishing Wand of Flame to recovery, revealing Magnetic Grimoire, vulnerable, mastery
Combat 11+8=19: 3d6 + 4 + 1d4 + 4 + 4 ⇒ (6, 5, 4) + 4 + (2) + 4 + 4 = 29
Discarding Helm of Telepathy. Proxy A3 is banished. Keeping Office open
Frustrated, Seoni released a torrent of flame from her wand, melting the wax construct away. "There has to be something else in here."
Her familiar sat up, poised to leap again.
Recharging The Mute Hag examine Office 5: Proxy B1: Wax Construct
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.
Discarding Toad to explore Office 5: Proxy B1: Wax Construct
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.
Alase gives Ruby of Charisma to Seoni via Tonbarse
Recharging Ruby of Charisma, using The Mute Hag
Craft 6+4=10: 2d12 ⇒ (1, 6) = 7
Random open location: 1d3 ⇒ 2
Discarding Wand of Detect Magic, Blessing of the Spellbound, Magnetic Grimoire for 3 Combat damage. Burying The Idiot. Seoni is Dazed. Proxy B1 is shuffled back into Office.
New Proxy B is shuffled into the Theater
But all she found was another wax construct. Seoni was frustrated enough to try a different approach. Beckoning Tonbarse over, she took a brilliant ruby. "This might help you speak," said the sorcerer, attaching it at the construct's throat, and speaking a word of command.
The construct still didn't speak. But it did bite down on Seoni's hand- hard.
Ending turn. Recovery: Wand of Flame is recharged. Resetting hand
Hand: Bound Elemental, Blessing of Qi Zhong (discard to bless, recharge if WIS hour), Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine), Locate Object, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Fire Snake, Wall of Fire,
Displayed: Dazed,
Deck: 10 Discard: 6 Buried: 1
Notes: Okay to cure
Ask before using: Blessing of Qi Zhong; Blessing of the Spellbound
Can use without asking: Binder's Tome
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:
Office 2 is acquired. (Star)
Office 3 is banished.
Office is shuffled (contains Proxy B).
New Proxy B is shuffled into the Theater.
Alase gave Ruby of Charisma to Seoni.
Seoni is at Office.
| Rhynn - Raheli |
Hrm, sure, let's get that out of the way. Blessed might be able to do that without using anything else...bury Wand of Detect Magic to encounter.
Wax Construct-CtD: Disable 10: 2d10 + 3 ⇒ (1, 7) + 3 = 11 Success, discard Binder's Tome for AYA.
The Construct thought it had escaped, until the tendrils of hair lash out grabbing limbs and pulling it apart like a toy.
-----------
Turn 4, The Rakshasa
Hour Power: On your Charisma check, you may use your Intelligence die instead of the normal die.
Raheli continues to explore the Office, and spots some weird Phantasmal Apparition fluttering around near the breakroom. She reaches out and attempts to dispel the magic fueling it.
Recharging Wayfinder to add 1d4+3 on a check to defeat.
Phantasmal Apparition-CtD: Knowledge 10: 1d8 + 4 + 1d4 + 3 ⇒ (6) + 4 + (3) + 3 = 16 Banished. Examine next two - Flanking Attack and Ghoul Bat.
As she is just finishing up, she gets a quick flash of precognition and knows the dangers ahead. Frowning she wonders why she bothered to stay in this office, the treasures clearly are in another location.
Discard Cleric of Nethys to explore leaving them in the same order.
It's a flanking strike, but Raheli, knowing their plan, quickly turns it into a one on one fight as she twists space around the other copy and hurls it into the void.
Twisted Space to just ignore the summoned copy. Recharge Byzantine Lexicon to add dice, bless with Seventh Veil.
Wax Construct-CtD: Disable 14: 2d10 + 3 + 1d4 + 2 ⇒ (9, 4) + 3 + (4) + 2 = 22 Banished, no cards to discard, bury Cleric of Nethys.
One on one, the fight doesn't last long as Raheli holds it at bay and takes it apart.
Raheli, Night-Haired Witch ends her turn.
Raheli, Night-Haired Witch attempts to recover all cards in her Recovery pile.
Twisted Space: Arcane 10: 1d8 + 4 ⇒ (2) + 4 = 6 -> Twisted Space discarded.
Raheli, Night-Haired Witch resets her hand.
Hand: Augury, Fly, Phoenix Staff (2), Anathemic Volume (2), Dreamcatcher (2), Bound Elemental,
Displayed: Flying Squirrel,
Deck: 9 Discard: 2 Buried: 3
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support: Use Augury and Fly to examine as desired.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cure, Gem of Mental Acuity (2), Good Omen, Blessing of the Savored Sting, Staff of Crackling Wrath (1), Blessing of the Savored Sting (2), Apprentice
Recharged: Wayfinder (3), Byzantine Lexicon (2),
Discard Pile:Binder's Tome (1), Twisted Space,
Buried Pile:Wand of Detect Magic (1), Blessing of Seventh Veil, Cleric of Nethys ,
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 ☐ +2Favored 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.
| BR - Scenario Update |
During This Adventure:
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
Balimar and Balio
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:
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
Monsters
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
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
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
CotCT
Barrier 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.
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.
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.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Weapons
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.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 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.
CotCT
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Blackjack
Finesse
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.
Spells
Core
Spell 1
Traits:
Arcane
Divine
Magic
Mental
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 6
On any check to acquire, to close, or to guard, banish to add 1d6+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead.
Core
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.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
Armors
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.
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.
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.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 2
Traits:
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.
Items
CotCT
Item 2
Traits:
Liquid
Paint
To Acquire:
Melee
Divine 5
Display. While displayed:
* On your checks against Undead banes, add 1d8.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
Allies
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
CotCT
Ally 4
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 10
OR Knowledge 9
On a local Knowledge or Perception check, recharge to add 1d8.
Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass.
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
CotCT
Ally 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.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
Hour Power: At the start of your turn, draw this card.
Current Hour:
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.
Hours Remaining: 19
Hourglass
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.
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.
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.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The 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 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.
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.
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.
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.
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 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.
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.
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.
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.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
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.
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.
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
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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.
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.
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: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie, None
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.
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.
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.
| MorkXII - Alase |
Hour: The Real Rabbit Prince Draw The Real Rabbit Prince.
Hour is now: On your Charisma check, you may use your Intelligence die instead of the normal die.
Draw Tonbarse.
Move to The Theater
Display Tonbarse.
Explore: Maiden's Helm Banished.
Cast Haste to explore: Barghest
Summon Barghest for location power.
Tonbarse attacks. Shuffle The Real Rabbit Prince into deck to bless.
Combat 11+#=15: 1d10 + 5 + 4 + 1d10 ⇒ (4) + 5 + 4 + (2) = 15 Defeated.
Evaded?: 1d4 ⇒ 4 Nope.
Recharge Staff of Minor Healing to heal: Belt of Physical Prowess
Discard BoNethys to examine top 2: Henchman Proxy B2 and Henchman Proxy B3.
Tonbarse attacks. Shuffle BoAbadar into deck to bless.
11+##+#=23: 1d10 + 5 + 4 + 1d10 ⇒ (6) + 5 + 4 + (2) = 17 Undefeated, shuffled back in.
Location: 1d3 ⇒ 2: The Theater gets another Proxy B.
Bury: BoNethys
Dazed.
Recover Haste Arcane 10: 1d10 + 5 ⇒ (2) + 5 = 7 Recharged.
Draw up to 6.
Skills and Powers:Hand: Charm Monster, Object Reading, Bound Lantern Archon, Blessing of Abadar, Blessing of Maat, Blessing of Zon-KuthonSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Dazed, Tonbarse
Deck: 13 Discard: 1 Buried: 2
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: The Theater
Charm Monster:Charm Monster
Spell 2Traits
Magic
Arcane
Divine
VeteranPowers
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.Object Reading:Object Reading
Spell 2Traits
Magic
Arcane
Divine
MentalChecks
Intelligence
Arcane
Wisdom
Divine
9
OR
Perception
7Powers
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 Lantern Archon:Bound Lantern Archon
Ally 2Traits
Outsider
AngelPowers
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 2Traits
Divine
AbadarPowers
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 2Traits
Divine
MaatPowers
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 2Traits
Divine
Zon-KuthonPowers
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 BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| BR - Scenario Update |
During This Adventure:
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
Balimar and Balio
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:
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
Monsters
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.
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.
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.
Core
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2.
Do not suffer damage from this monster as usual. Instead, bury the top card of your deck.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Barriers
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.
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.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 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.
Weapons
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.
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.
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.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When a character encounters a monster, banish to let them evade it; a local character may encounter it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Attack
Divine
Fire
Magic
To Acquire:
Wisdom
Divine 12
For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
CotCT
Spell 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.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Armors
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
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.
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.
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 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
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
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.
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.
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.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Allies
CotCT
Ally 2
Traits:
Human
Soldier
To Acquire:
Charisma
Diplomacy
Knowledge 10
On a local check against a bane or an ally, recharge to add 1d6.
Discard to explore. This exploration, on your checks against banes and allies, add 1d4.
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
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.
Hour Power: When you would discard an ally, recharge it instead.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
Hours Remaining: 18
Hourglass
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.
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.
The Juggler
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: On your check, you may discard a card to reroll a die showing 1.
To Acquire:
Dexterity
Acrobatics 4+#
On another character's check, freely discard to reroll a die.
Discard to explore.
The 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 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.
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.
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.
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.
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 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.
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.
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.
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.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
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.
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.
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
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
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.
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.
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.
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.
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.
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.
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.
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: 0 I: 0 Al: 1 Bl: 2 ?: 4
Located/Displayed Here: Alase/MorkXII, None
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.
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
Core
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.
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.
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.
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.
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.
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.
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: 0 ?: 1
Located/Displayed Here: Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie, None
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.
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.
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.
| wkover - Ramexes |
The Publican. When this is the hour: When you would discard an ally, recharge it instead.
Shuffle The Unyielding into Raheli's deck to remove Dazed scourge from Alase. Moving to Pits, since Viking can block combat damage. Explore Pits, encounter an Evoker.
A crackle of energy indicates an arcane presence.
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.
A wizard materializes, a foul arc jumping from hand to hand.
1d6 trait roll: 1d6 ⇒ 3 - Electricity
Suffer 1 electricity damage, discard Shieldmaster (recharge from hour).
Combat 18 w/ weapon, recharged blessing (for power): 1d8 + 2d4 + 1 + 6 + 1d8 ⇒ (7) + (4, 3) + 1 + 6 + (7) = 28 - defeated
AYA damage?: 1d4 ⇒ 4 - discard last 2 cards (Djinn recharged from hour)
The magician is cast down, but not without leaving a mark.
From defeat, examine top 2 cards of Theater: Venomous Crossbow, The Midwife.
Hand: Apprentice, Major Cure, Magic Leather Armor, Surgeon, Druid of the Flame,
Displayed:
Deck: 13 Discard: 2 Buried: 1
Hero Points: 1
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 2 cards of 2 Theater are Venomous Crossbow, The Midwife.
| Seoni WotR-EmpTyger |
Hourglass 1: Tangled Briar o'clock: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Moving to Pits
Major Cure: 1d4 + 1 ⇒ (2) + 1 = 3
Ramexes banishes Major Cure to recovery to heal Seoni for 3 and Ramexes for 1. Helm of Telepathy, Magnetic Grimoire, Safe Harbor are healed.
The room was spinning. Seoni followed Ramexes's voice down into the darkness, where the pitborn healed the wax construct's bite.
Exploring Pits 1: Proxy A1: Wax Construct
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, vulnerable, mastery
Combat 11+8=19: 1d12 + 5 + 2d6 + 4 + 4 ⇒ (5) + 5 + (5, 4) + 4 + 4 = 27
Discarding Blessing of the Spellbound. Proxy A1 is banished.
Closing Pits: 2 local characters. Drawing Marionette, Magnetic Grimoire. Recharging hand.
Pits contains villain and remains open. Non-villain cards in Pits are banished.
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.
Seoni was done trying to be clever. With an circular gesture, she incinerated everything in the pit besides herself and the oracle.
Almost everything else.
"No, no, no, NO! You're *still* doing it all wrong."
Ending turn.
Dazed: No cards left in hand. Seoni is no longer Dazed.
Recovery: Wall of Fire is discarded. Resetting hand
(At the start of Raheli's turn)
Recharging Surgeon to heal Blessing of the Spellbound
Seoni didn't care. Perhaps it was Ramexes surgical skill, perhaps the sweet smell of melted wax: for whatever reason, the room was no longer spinning and Seoni felt much better.
Hand: Wand of Flame, The Mute Hag, Cleric of Nethys, Sphere of Fire, Blessing of Lamashtu (discard to bless/bury to doublebless to defeat monster), Blessing of Nethys (discard to bless),
Displayed:Surgeon,
Deck: 1412Discard: 45Buried: 1
Notes: Okay to cure. Seoni is available to take a villain combat check.
Ask before using: Blessing of Lamashtu; Blessing of Nethys
Can use without asking: The Mute Hag (though might be worth saving for villain?)
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 2 is banished.
Pits 3, 4, 5, 7, 8, 9, 10 are banished.
Pits 6 is known (villain).
Ramexes heals for 1 and banishes Major Cure to recovery.
Seoni is at Pits.
| wkover - Ramexes |
Out of turn self-heal from Major Cure: rapier. Also recharging Apprentice to help w/ Major Cure recharge.
Div 10 MC recovery w/ apprentice: 1d10 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3 - fail, spell discarded
Hand: Magic Leather Armor, Surgeon, Druid of the Flame,
Displayed:
Deck: 15 Discard: 2 Buried: 1
Hero Points: 1
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
| Rhynn - Raheli |
Turn 8, The Waxworks
Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted.
Where is that Divine Candle when you need it. Raheli has no blessings in hand, so Exhausted.
Raheli heads over to the Theater, and casts Augury to look for more Blessings.
Just the one, leave it on top and shuffle the rest.
Raheli frowns and decides to go back and kill that Ghoul Bat since this isn't something she thinks she can ...she casts fly and heads back.
Free explore.
Fail the BYA, discard Dreamcatcher, recharge Bound Elemental and both items for combat.
Ghoul Bat-CtD: Combat 12: 1d10 + 1 + 2d8 + 2d4 + 2 ⇒ (3) + 1 + (6, 7) + (3, 4) + 2 = 26 Defeated, banished.
She quickly dispatches the Bat, and scans around for other threats.
Raheli, Night-Haired Witch ends her turn.
Raheli, Night-Haired Witch attempts to recover all cards in her Recovery pile.
Augury: Arcane 8: 1d8 + 4 ⇒ (8) + 4 = 12 -> Augury recharged.
Fly: Arcane 10: 1d8 + 4 ⇒ (2) + 4 = 6 -> Fly discarded.
Raheli, Night-Haired Witch resets her hand.
Hand: Good Omen, Staff of Crackling Wrath (1), The Unveiling (2), Apprentice, Blessing of the Savored Sting, Blessing of the Savored Sting (2),
Displayed: Flying Squirrel,
Deck: 8 Discard: 4 Buried: 3
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: Good Omen - add 1+# to check to acquire or close a location
Unveiling - scourge removal
Use Blessings as needed.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cure, Gem of Mental Acuity (2)
Recharged: Wayfinder (3), Byzantine Lexicon (2), Bound Elemental, Phoenix Staff (2), Anathemic Volume (2), Augury,
Discard Pile:Binder's Tome (1), Twisted Space, Dreamcatcher (2), Fly,
Buried Pile:Wand of Detect Magic (1), Blessing of Seventh Veil, Cleric of Nethys ,
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 ☐ +2Favored 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.
| BR - Scenario Update |
During This Adventure:
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
Balimar and Balio
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:
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
Monsters
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
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.
Core
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 15
Before acting, a random character suffers 1d4+1 Ranged Combat damage.
If undefeated, each local character suffers 1 Ranged Combat damage.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Barriers
CotCT
Barrier 2
Traits:
Task
To Defeat:
Intelligence
Craft 6
OR Wisdom 8
When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead.
If undefeated, bury the top card of your deck and suffer the scourge Poisoned.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
CotCT
Barrier 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.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Weapons
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.
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.
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.
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.
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.
Spells
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.
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.
Core
Spell 2
Traits:
Arcane
Attack
Divine
Fire
Magic
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7
On a local combat check, banish to add 1d4+1 and the Fire trait.
On a local check to defeat a Lock or Trap barrier, banish to add 2d6.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 9 check to recharge it instead.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
Armors
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.
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.
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.
CotCT
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 10
Display. While displayed:
* When you suffer Combat damage, you may draw this card to reduce it by 3.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 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.
Items
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
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.
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.
CotCT
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Craft 11
On your combat check or your check against a Disease card, reload to add 1d8.
When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead.
Allies
CotCT
Ally 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
CotCT
Ally 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.
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.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
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.
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.
Hour Power: On your check, you may discard a card to reroll a die showing 1.
Current Hour:
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.
Hours Remaining: 15
Hourglass
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 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.
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.
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.
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.
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 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.
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.
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.
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.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
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.
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.
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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/wkover, Seoni/EmpTyger, None
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.
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: 0 I: 0 Al: 1 Bl: 2 ?: 4
Located/Displayed Here: Alase/MorkXII, None
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.
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.
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.
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.
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.
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.
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.
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.
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.
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: 0 ?: 0
Located/Displayed Here: Raheli/rhynndavrie, None
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.
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.
| MorkXII - Alase |
Dazed removed.
Hour: On your check, you may discard a card to reroll a die showing 1.
Explore: The Midwife.
Bury Bound Lantern Archon for +d4.
Wisdom 4+#=8: 1d8 + 1d4 ⇒ (3) + (2) = 5 Shuffle BoMaat into deck for +3. Acquired.
Cast Object Reading to examine top 3: Nightspear, Imprisonment, Accursed Priest. Leave them in that order.
Recover Object Reading Arcane 9: 1d10 + 5 ⇒ (8) + 5 = 13 Recharged.
Draw up to 6.
Skills and Powers:Hand: Charm Monster, Haste, Bound Imp, Blessing of Abadar, Blessing of Zon-Kuthon, Blessing of the VaultmasterSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 12 Discard: 1 Buried: 3
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: The Theater
Charm Monster:Charm Monster
Spell 2Traits
Magic
Arcane
Divine
VeteranPowers
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 2Traits
Magic
ArcanePowers
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.Bound Imp:Bound Imp
Ally 1Traits
Outsider
DevilChecks
INTELLIGENCE
WISDOM
ARCANE
DIVINE
6Powers
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 2Traits
Divine
AbadarPowers
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 Zon-Kuthon:Blessing of Zon-Kuthon
Blessing 2Traits
Divine
Zon-KuthonPowers
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 BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| MorkXII - Alase |
Banish Bound Imp to draw to 2 cards: Belt of Physical Prowess and The Real Rabbit Prince.
Recover Bound Imp Arcane 8: 1d10 + 5 ⇒ (4) + 5 = 9 Recharged.
Current Hand:
Skills and Powers:Hand: Charm Monster, Haste, Belt of Physical Prowess, Blessing of Abadar, Blessing of Zon-Kuthon, Blessing of the Vaultmaster, The Real Rabbit PrinceSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 11 Discard: 1 Buried: 3
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: The Theater
Charm Monster:Charm Monster
Spell 2Traits
Magic
Arcane
Divine
VeteranPowers
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 2Traits
Magic
ArcanePowers
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.Belt of Physical Prowess:Belt of Physical Prowess
Item 2Traits
Accessory
MagicChecks
Strength
Dexterity
Constitution 11Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.Blessing of Abadar:Blessing of Abadar
Blessing 2Traits
Divine
AbadarPowers
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 Zon-Kuthon:Blessing of Zon-Kuthon
Blessing 2Traits
Divine
Zon-KuthonPowers
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.Blessing of the Vaultmaster:Blessing of the Vaultmaster
Blessing 4Traits
Divine
AbadarChecks
Dexterity
Disable
9
or
Divine
7Powers
Discard this card to add 1 die to any check.Discard this card to add 2 dice to any check against a barrier.
Discard this card to explore your location. During this exploration, add 1 die to your checks against barriers.
After you play this card, if the top card of the blessings discard pile has the Abadar trait, recharge this card instead of discarding it.
The Real Rabbit Prince:The Real Rabbit Prince
Blessing 1Traits
Promo
Suit:Keys
Harrow
VeteranPowers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.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.Tonbarse:Tonbarse
Cohort BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| wkover - Ramexes |
The Joke. When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die.
Move to Theater, encounter revealed Nightspear. Asking for Raheli's Good Omen.
Ramexes returns to the theater and a crowd gathers, impressed with his curious and powerful appearance.
Div 9: 1d10 + 1 + 1d6 + 4 ⇒ (7) + 1 + (3) + 4 = 15 - ally 4 acquired
A fellow follower of the Divine joins the tiefling's entourage.
Use Surgeon to heal a card: Lenses.
Discard Nightspear to encounter revealed Imprisonment. Asking Alase for Abadar.
Dip 9 w/ blessing: 1d10 + 2 + 2d10 ⇒ (2) + 2 + (6, 8) = 18 - barrier defeated
Summoned ally from barrier: Dream Spider (Ally 3). My wisdom is a d4, but could get with Savored Sting?
Asking Raheli for Blessing of Savored Sting.
Wis 10 w/ Sting (my 1d4 at the end): 1d4 + 1d6 + 1d8 + 1d10 + 1d4 ⇒ (1) + (4) + (1) + (9) + (2) = 17 - d10 pulled through! 9+2 = 11; ally 3 acquired
After being released from a an illegal zoo enclosure, an 8-legged familiar also joins the group.
Discard Druid to encounter revealed priest. Asking Alase for a blessing.
Combat 19 (11+8) w/ druid bonus: 1d8 + 6 + 6 + 1d8 ⇒ (3) + 6 + 6 + (7) = 22
A ghoulish cleric blocks the path of the Pathfinders, but it's soon engulfed in flame thanks to a flame druid and the summoner's support.
Priest defeated. Alase must bury a blessing.
Examine next 2 cards in Theater from combat: The Paladin, henchman B.
Discard Dream Spider to explore, encounter Paladin.
Asking for raheli's other Savored Sting.
Div 8 w/ sting, my dice at the end: 1d4 + 1d6 + 1d8 + 1d10 + 1d10 + 1 ⇒ (1) + (3) + (8) + (6) + (5) + 1 = 24 - 8+5+1 = 14, Paladin acquired
A holy warrior is drawn to the persistent divinity of the massing crowd, and is pleased to join the virtuous quest.
Hand: The Paladin, Blessing of Abadar, Disrupting Rapier +1, Apprentice, Lookout,
Displayed: Magic Leather Armor,
Deck: 13 Discard: 4 Buried: 1
Hero Points: 1
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
Paladin acquired. Lots of spell + blessing support used (see above). Alase buries a blessing. Top card of Theater (card 6) is Proxy B.
| Seoni WotR-EmpTyger |
(On a previous turn, I just realized that my Wand of Flame shouldn't have autorecharged, since it's an item and I don't have that power feat. Belatedly doing the recovery check:
Revealing Binder's Tome (was in hand at the time)
Arcane 11: 1d12 + 5 + 1d4 ⇒ (6) + 5 + (3) = 14
Wand of Flame was recharged. No retcon required
(Seoni's turn)
Hourglass 2: Keep o'clock: When you would discard or bury an armor you play, you may recharge it instead.
Exploring Theater 6: Proxy B5: Wax Construct
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.
Discarding Wand of Flame to draw Wall of Fire
Displaying and using Wall of Fire, vulnerable, mastery, theater penalty
Combat 11+8+4=23: 1d12 + 5 + 2d6 + 4 + 4 ⇒ (7) + 5 + (1, 5) + 4 + 4 = 26
Burying Wand of Detect Magic. Proxy B5 is banished
Ramexes shouted a warning. "More wax constructs? I suppose that's my cue." The sorcerer jumped back onto the stage with a fiery entrance.
Discarding and burying Blessing of Nethys to examine Theater 7: Proxy B3: Wax Construct, Theater 8: Proxy B2: Wax Construct. Exploring Theater 7: Proxy B3: Wax Construct
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.
Discarding Blessing of Lamashtu to draw arcane Toad
Using Wall of Fire, vulnerable, mastery, theater penalty
Combat 11+8+4=23: 1d12 + 5 + 2d6 + 4 + 4 ⇒ (3) + 5 + (5, 5) + 4 + 4 = 26
Burying Blessing of Lamashtu. Proxy B3 is banished
Two more wax constructs emerged, trying to flank Seoni. She blocked the one stage left with a wall of fire, while her familiar kept a beady eye stage right.
Discarding Toad to explore Theater 8: Proxy B2: Wax Construct
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.
Discarding Sphere of Fire to draw arcane Toad
Using Wall of Fire, vulnerable, mastery, theater penalty
Combat 11+8+4=23: 1d12 + 5 + 2d6 + 4 + 4 ⇒ (5) + 5 + (4, 5) + 4 + 4 = 27
Burying Blessing of the Spellbound. Proxy B2 is banished
With a theatrical swirl, the fires circled around the stage, melting the flanking wax construct as well.
Discarding Toad to explore Theater 9: Venomous Hand Crossbow
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.
Seoni cannot make a DEX/Ranged/Stealth 12 check. Venomous Hand Crossbow is banished
One last actor remained, this one holding a tiny crossbow. Seoni couldn't tell if it was real or a prop. It didn't matter.
Discarding Cleric of Nethys to examine and explore Theater 10: Proxy A2: Wax Construct
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.
Using Wall of Fire, vulnerable, mastery, theater penalty
Combat 11+8+4=23: 1d12 + 5 + 2d6 + 4 + 4 ⇒ (1) + 5 + (6, 5) + 4 + 4 = 25
Burying Cleric of Nethys. Proxy A2 is banished
Closing Theater
CHA 5+4=9: 1d12 + 3 ⇒ (1) + 3 = 4
Theater remains open
The wall of fire descended upon the final member of the ensemble, and like the rest of the troupe it silently melted away. The theater was covered in a thick puddle of melted wax.
And yet, the spotlights remained on. Seoni looked up and frowned.
Closing empty Theater:
CHA 5+4=9: 1d12 + 3 ⇒ (11) + 3 = 14
Theater is closed. Alase and Ramexes may draw a card. Moving to Pits. Alase and Ramexes must move
The sorcerer strode to center stage and called out, "Show's over, folks. Move along." Finally the lights went out. Seoni dropped back down to the pit, where Balimar and Balio awaited.
Ending turn. Recovery: Wall of Fire is recharged. Resetting hand
Hand: Marionette, The Mute Hag, Blessing of Qi Zhong (discard to bless, recharge if WIS hour), Locate Object, Ruby of Charisma, 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), Fire Snake,
Displayed:
Deck: 9 Discard: 3 Buried: 6
Notes: Do not cure. Seoni will use Mute Hag to examine villain before it is encountered. Seoni is available to take either villain check.
Ask before using: The Mute Hag
Can use without asking: The Mute Hag for villain; Blessing of Qi Zhong; Safe Harbor
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 6, 7, 8, 9, 10 are banished.
Theater is closed.
Alase and Ramexes may each draw a card.
Alase and Ramexes must move.
Seoni is at Pits.
| wkover - Ramexes |
Out of turn: Draw fate-reader lenses from Theater closure, then move to office. Discard lenses to examine Office cards: Shock Kukri, Card Caster. Reorder Office cards as Card Caster, Kukri.
Hand: The Paladin, Blessing of Abadar, Disrupting Rapier +1, Apprentice, Lookout,
Displayed: Magic Leather Armor,
Deck: 12 Discard: 5 Buried: 1
Hero Points: 1
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 2 cards of Office are Card Caster, Kukri. (Can put back in original order, if you like.)
| MorkXII - Alase |
Shuffle BoAbadar and Blessing of the Vaultmaster into my deck.
Bury Blessing of Zon-Kuthon.
Draw a card: Twisted Space
Draw Tonbarse.
Move to Office.
Display Tonbarse at Pits.
Draw new Blessing 1 from the vault: The Rabbit Prince
Skills and Powers:Hand: Charm Monster, Haste, Twisted Space, Belt of Physical Prowess, Blessing of the Vaultmaster, The Rabbit Prince, The Real Rabbit PrinceSkills [b]STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 11 Discard: 1 Buried: 4
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Pits
Charm Monster:Charm Monster
Spell 2Traits
Magic
Arcane
Divine
VeteranPowers
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 2Traits
Magic
ArcanePowers
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.Twisted Space:Twisted Space
Spell 2Traits
Magic
ArcanePowers
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.Belt of Physical Prowess:Belt of Physical Prowess
Item 2Traits
Accessory
MagicChecks
Strength
Dexterity
Constitution 11Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.Blessing of the Vaultmaster:Blessing of the Vaultmaster
Blessing 4Traits
Divine
AbadarChecks
Dexterity
Disable
9
or
Divine
7Powers
Discard this card to add 1 die to any check.Discard this card to add 2 dice to any check against a barrier.
Discard this card to explore your location. During this exploration, add 1 die to your checks against barriers.
After you play this card, if the top card of the blessings discard pile has the Abadar trait, recharge this card instead of discarding it.
The Rabbit Prince:The Rabbit Prince
Blessing 1Traits
Harrow
Suit: Keys
VeteranChecks
Dexterity
Melee
4+#Powers
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.On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.The Real Rabbit Prince:The Real Rabbit Prince
Blessing 1Traits
Promo
Suit:Keys
Harrow
VeteranPowers
WHEN THIS IS THE HOUR
At the start of your turn, draw this card.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.Tonbarse:Tonbarse
Cohort BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| wkover - Ramexes |
Drawing new blessing from Stars condition: The Dance.
Hand: The Paladin, Blessing of Abadar, Disrupting Rapier +1, Apprentice, Lookout, The Dance,
Displayed: Magic Leather Armor,
Deck: 12 Discard: 5 Buried: 1
Hero Points: 1
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
| Seoni WotR-EmpTyger |
(Correction: On Seoni's turn, new Theater location should have been built when Theater closed)
(On Raheli's turn)
Drawing Random Blessing 3: The Peacock
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 sorcerer's pride kept her from realizing that the moment she left, the theater began anew.
Hand: Marionette, The Mute Hag, Blessing of Qi Zhong (discard to bless, recharge if WIS hour), Locate Object, Ruby of Charisma, 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), Fire Snake, The Peacock (recharge to bless; no other boon can be played),
Displayed:
Deck: 9 Discard: 3 Buried: 6
Notes: Do not cure. Seoni will use Mute Hag to examine villain before it is encountered. Seoni is available to take either villain check.
Ask before using: The Mute Hag
Can use without asking: The Mute Hag for villain; Blessing of Qi Zhong; Safe Harbor; The Peacock
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
| BR - Scenario Update |
During This Adventure:
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
Balimar and Balio
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:
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
Monsters
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
Core
Monster 2
Traits:
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.
CotCT
Monster 4
Traits:
Gargoyle
To Defeat:
Combat 21
Resistant to Melee. Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
Core
Monster 2
Traits:
Outsider
To Defeat:
Combat 11
Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3.
Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck.
This encounter cannot be avenged.
CotCT
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
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
Core
Barrier 2
Traits:
Lock
Magic
Trigger
To Defeat:
ArcaneDivinePerception 9
When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn.
If defeated, you may explore.
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.
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.
CotCT
Barrier 3
Traits:
Trap
Trigger
To Defeat:
Wisdom
Disable
Perception
Stealth 13
When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed.
If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage.
Weapons
CotCT
Weapon 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+#.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
2-Handed
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.
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.
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
Spells
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.
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.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
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.
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.
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.
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 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.
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.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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
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.
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.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
CotCT
Ally 3
Traits:
Human
Soldier
To Acquire:
Dexterity
Ranged 11
THEN Charisma
Diplomacy 10
On the first combat check of a turn, if it is local, recharge to add 1d8.
Discard to explore. This exploration, on your first combat check, add 1d8.
CotCT
Ally 3
Traits:
Hellknight
Human
To Acquire:
Charisma
Diplomacy 11
On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead.
Discard to explore. This exploration, when you suffer damage, reduce it by 2.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: 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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: At the start of your turn, you may recharge any number of cards then reset.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless; if this would add 1d4, bless twice instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
Hour Power: When you suffer damage, suffer the scourge Plagued.
Current Hour:
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.
Hours Remaining: 12
Hourglass
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.
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.
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 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.
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.
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.
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.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
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.
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.
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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
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.
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: None
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
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.
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.
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.
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.
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.
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.
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: 0 ?: 0
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, None
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
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.
| Rhynn - Raheli |
Ramexes ends his turn.
Raheli, Night-Haired Witch attempts to recover all cards in her Recovery pile.
Good Omen: Arcane 8: 1d8 + 4 ⇒ (4) + 4 = 8 -> Good Omen recharged.
------------
Turn 12, The Sickness
Hour Power: When you suffer damage, suffer the scourge Plagued.
Stars condition triggers - draw blessing!
Blessing
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.
Raheli decides to head back to the Theater seeing as it has again filled up to capacity it looks like the best place for excitement. She's greeted by a house drake at the door. Raheli attempts to make friends with it.
Korvosan House Drake-CtA: Arcane 9: 1d8 + 4 ⇒ (8) + 4 = 12 Acquired!
Raheli introduces the drake to Rocky and the two fly around getting acquainted. It quickly falls in line and it shows Raheli a new way into the Theater through a hole in the roof. Apparently this is the quickest way to the prime Wax Construct as it's waiting right there with it's back to her.
Discard Drake to explore. Henchman Proxy A - Wax Construct
Recharge both items on a check to defeat, discard The Big Sky to bless, and remove my Exhaustion.
Wax Construct-CtD: Disable 14: 2d10 + 3 + 2d4 + 2 ⇒ (1, 4) + 3 + (2, 2) + 2 = 14 Well, that was closer than expected, but good enough, defeated.
With the major threat defeated, Raheli decides it might be worth exploring the Theater as is without closing it down first, knowing it will just repopulate itself if she does. She takes a moment to fish out additional tools, just in case she finds something that needs a beatdown.
Hand: Cure, Gem of Mental Acuity (2), Wayfinder (3), Byzantine Lexicon (2), Phoenix Staff (2), Apprentice, Bound Elemental,
Displayed: Flying Squirrel,
Deck: 5 Discard: 6 Buried: 5
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support: Cure - will pass over to Ramexes next turn
Lexicon - add 1 die to Wis non-combatDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Anathemic Volume (2), Augury, Good Omen, The Unveiling (2), Staff of Crackling Wrath (1),
Discard Pile:Binder's Tome (1), Twisted Space, Dreamcatcher (2), Fly, The Big Sky, Korvosan House Drake,
Buried Pile:Wand of Detect Magic (1), Blessing of Seventh Veil, Cleric of Nethys , Blessing of the Savored Sting (2), Blessing of the Savored Sting,
Skills and Powers:SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2Favored 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: At Theater, acquired card 1, banished card 2 (closing henchman).
| MorkXII - Alase |
Hour: On your check, you may banish a boon to reroll a die.
Alase and Tonbarse move to The Theater.
Explore: Thundering Earthbreaker
Ramexes plays The Dance to double bless. Reveal Belt of Physical Prowess for +1
Melee 15: 1d6 + 2d6 + 1 ⇒ (1) + (5, 2) + 1 = 9 Shirt reroll the 1
Melee 15: 1d6 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10 Banish Twisted Space to reroll the 2.
Melee 15: 1d6 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10 Banished
Cast Haste to explore: Death's Breath Door
Shuffle Blessing of the Vaultmaster into my deck to double bless. Reveal Belt of Physical Prowess for +1
Dex 10: 1d6 + 2d6 + 1 ⇒ (4) + (3, 6) + 1 = 14 Defeated
Discard The Real Rabbit Prince into 1d3 ⇒ 1 Ramexes' discards to explore: The Trumpet
Blessed by The Real Rabbit Prince. Reveal Belt of Physical Prowess for +1
Constitution 4+#=8: 1d6 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4 Banished.
Recover Haste Arcane 10: 1d10 + 5 ⇒ (1) + 5 = 6 Discarded.
Draw up to 6.
Skills and Powers:Hand: Charm Monster, Stone Skin, Blackcloth Armor, Belt of Physical Prowess, Staff of Minor Healing, The Rabbit PrinceSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 9 Discard: 2 Buried: 5
Hero Points: 3 Shirt Reroll Available (6-99B): No
Notes: Tonbarse at: Pits
Charm Monster:Charm Monster
Spell 2Traits
Magic
Arcane
Divine
VeteranPowers
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 1Traits
Magic
Arcane
DivinePowers
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 2Traits
Light Armor
Magic
ElitePowers
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.Belt of Physical Prowess:Belt of Physical Prowess
Item 2Traits
Accessory
MagicChecks
Strength
Dexterity
Constitution 11Powers
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.The Rabbit Prince:The Rabbit Prince
Blessing 1Traits
Harrow
Suit: Keys
VeteranChecks
Dexterity
Melee
4+#Powers
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.On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.Tonbarse:Tonbarse
Cohort BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| wkover - Ramexes |
Out of turn: Discard Dance for Alase. Also receive Rabbit Prince in discard pile.
Hour: The Avalanche. When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
Stay @ Theater. Assuming that the Trumpet is shuffled in, so will explore randomly. Which card encountered?: 1d4 + 4 ⇒ (2) + 4 = 6 - The Desert. Ask Seoni for Peacock, which recharges.
Con 8 (4+4): 2d8 ⇒ (3, 4) = 7 - fail, let it shuffle back in
Bury spider from discard to explore again. Which card encountered?: 1d4 + 4 ⇒ (2) + 4 = 6 - encounter Desert again
Con 8 (4+4) w/ my buried Abadar: 2d8 ⇒ (5, 2) = 7 - 7 again? too funny
Let shuffle in again. Bury druid from discard to explore again. Which card encountered?: 1d4 + 4 ⇒ (4) + 4 = 8 - Mist horror
Combat 14 w/ rapier: 1d8 + 2d4 + 7 ⇒ (7) + (1, 3) + 7 = 18 - horror defeated
Didn't have the cold trait, so is shuffled into random location. Which location shuffled into?: 1d3 ⇒ 2. Mist Horror shuffled back into Theater. Which random location do I move to?: 1d3 ⇒ 1. I move to the Pits.
Examine Theater from Horror defeat. Which cards examined?: 2d4 ⇒ (2, 2) = 4 - Desert. Next card?: 1d3 ⇒ 2. Moon Maiden armor.
Hand: The Paladin, Embiggen, Disrupting Rapier +1, Apprentice, Lookout,
Displayed: Magic Leather Armor,
Deck: 11 Discard: 5 Buried: 4
Hero Points: 1
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
Theater is shuffled, includes the Mist Horror that was there before. Top 2 cards of Theater are Desert blessing, Moon Maiden Armor (cards 6 and 7). Ramexes was randomly moved to the Pits.
| BR - Scenario Update |
During This Adventure:
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
Balimar and Balio
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.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
Danger:
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: 15, Seoni/EmpTyger
Monsters
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.
CotCT
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, each local character either recharges 1d4 random cards or suffers the scourge Frightened.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Barriers
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
CotCT
Barrier 4
Traits:
Magic
Trap
To Defeat:
Intelligence
Knowledge 13
OR Disable 12
If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced.
If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted.
Then reload this barrier into its location.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
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.
Weapons
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.
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.
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.
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.
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
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
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.
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
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.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
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.
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.
Items
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.
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.
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.
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.
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.
Allies
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card.
CotCT
Ally 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.
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.
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.
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.
Blessings
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.
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
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.
Hour Power: When you encounter a monster from a location, before acting, another local character summons and encounters it.
Current Hour:
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.
Hours Remaining: 9
Hourglass
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.
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.
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.
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.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
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.
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.
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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, Ramexes/wkover, None
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.
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: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Raheli/rhynndavrie, Alase/MorkXII, None
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.
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.
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.
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.
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: 0 ?: 0
Located/Displayed Here: None
CotCT
Ally 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
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.
| Seoni WotR-EmpTyger |
Beating o'clock: When you encounter a monster from a location, before acting, another local character summons and encounters it.
Moving to Office
Exploring Office 1: Card Caster
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 ⇒ (4) + 2 = 6
Card Caster is acquired. Drawing Pyrotechnic Blast
Seoni smiled at Ramexes's offer, but shook her head. "Save it for the puppeteer." The sorcerer- as always- had her own ace up her sleeve. She returned to Evni in the office.
Burying Blessing of Qi Zhong to heal Wand of Flame and explore Office 2: Shock Kukri
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.
Seoni cannot make a STR/Acrobatics/Melee 12 check. Shock Kukri is banished
Evni offered Seoni her dagger, but the sorcerer again refused help. "But don't you want a weapon?" asked Evni.
Closing empty Office: Banishing Fire Snake to recovery, mastery
CHA 5+4=9: 1d12 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Office is closed. Moving to Theater
Instead the sorcerer conjured a fire snake, which patrolled the empty office.
Recharging Mute Hag to examine Theater 1: The Desert. Banishing Locate Object to recovery to examine and encounter Theater 1: The Desert
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.
Recharging Ruby of Charisma, using the Mute Hag
CON 4+4=8: 2d12 ⇒ (6, 8) = 14
The Desert is acquired. Theater is shuffled
With the office guarded, Seoni quietly returned to the theater. Guided by her divination and Ramexes's words, the sorcerer silently crept through the theater rafters. Attached to the rigging was a pouch of desert sand- and rubies.
Shuffled Theater: 1d3 + 1 ⇒ (1) + 1 = 2
Shuffled Theater: 1d3 + 1 ⇒ (1) + 1 = 2
Shuffled Theater: 1d3 + 1 ⇒ (2) + 1 = 3
Recharging Card Caster to examine Theater 2: Moon Maiden Armor, Theater 3: Mist Horror
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.
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.
In the meantime, Evni was practicing her own divinations. "There's something... unnatural in that armor," she messaged to Seoni. Seoni nodded and made a note to give it a wide berth.
Displaying Safe Harbor at Theater
Ending turn. Recovery: Fire Snake is recharged
Arcane 8: 1d12 + 5 ⇒ (4) + 5 = 9
Locate Object is recharged. Resetting hand
Finally she cast a protective ward over the theater. "We'll be safe here, at least until the waxmen return." Then she smirked. "Really though, we'll be safe here even if they do return." From her perch, she was already planning exactly how to rain down fire on the next performance.
Hand: Marionette, The Desert (discard to bless/discard to move someone to Seoni's location), Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Binder's Tome (reveal for +1d4 and Mental to local combat/CHA), Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine), Pyrotechnic Blast,
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: 10 Discard: 2 Buried: 7
Notes: Okay to cure. Safe Harbor is at Theater. Seoni is available to take a summon at Theater.
Ask before using:
Can use without asking: The Desert; Blessing of the Spellbound; Binder's Tome; Magnetic Grimoire; Helm of Telepathy
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:
Office 1 is acquired.
Office 2 is banished.
Office is closed.
Theater 1 is acquired. (Shield)
Theater is shuffled.
Theater 2, 3 (Moon Maiden Armor, Mist Horror) are on bottom of Theater.
Safe Harbor is displayed at Theater.
Seoni is at Theater.
| Rhynn - Raheli |
During Seoni's turn, recharge Wayfinder to move to Pits.
Turn 16, The Hidden Truth
Hour Power: The first time you examine cards this turn, heal 1d4-1 cards.
Start of turn pass Cure over to Ramexes.
Finally turning up the cure scroll she had tucked away, Raheli runs over to the pits to pass it off to Ramexes before heading back to continue digging at the Theater.
Free explore.
Recharge Gem of Mental Acuity to use Int die. Embiggen from Ramexes and Blessing from Seoni (Desert since it doesn't bury?)
The Trumpet-CtA: Con 8: 2d10 ⇒ (7, 5) = 12 Success.
Raheli hears the call of the Trumpet, but it takes a lot of effort to track it down. Eventually she finds the card tucked up behind a spotlight. It seems an odd place for a Harrow card, but she collects it.
Having gotten them all, Raheli has Rocky guide her back to the Pits to assist Ramexes with Balimar and Balio.
Reload Rocky to move, if someone else wants to come along they can...
Hand: Augury, Good Omen, Anathemic Volume (2), Byzantine Lexicon (2), Phoenix Staff (2), The Trumpet,
Displayed: Flying Squirrel,
Deck: 4 Discard: 8 Buried: 5
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support:
Lexicon - add 1 die to Wis non-combatDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): The Unveiling (2)
Recharged: Staff of Crackling Wrath (1), Wayfinder (3), Gem of Mental Acuity (2),
Discard Pile:Binder's Tome (1), Twisted Space, Dreamcatcher (2), Fly, Korvosan House Drake, Bound Elemental, Apprentice, The Big Sky,
Buried Pile:Wand of Detect Magic (1), Blessing of Seventh Veil, Cleric of Nethys , Blessing of the Savored Sting (2), Blessing of the Savored Sting,
Skills and Powers:SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Dexterity +2
Constitution d6 ☐ +1
Intelligence d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +2
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2Favored 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 (Shield harrow)
Ramexes: Receive Cure, Spent Embiggen.| BR - Scenario Update |
During This Adventure:
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
Balimar and Balio
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.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
Danger:
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: 17, Alase/MorkXII
Monsters
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.
CotCT
Monster 3
Traits:
Outsider
Rakshasa
To Defeat:
Combat 11
Resistant to Attack. Vulnerable to Piercing.
Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded.
After the roll, if the check was not blessed, reroll 1 die showing the highest value.
Core
Monster 3
Traits:
Animal
To Defeat:
Combat 17
Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage.
Damage is increased by 1d4-1.
CotCT
Monster 4
Traits:
Giant
To Defeat:
Combat 22
Immune to Poison.
Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued.
CotCT
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.
Barriers
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
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.
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.
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.
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.
Weapons
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 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.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 4
Traits:
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.
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.
Spells
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.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
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.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
Core
Spell 2
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 8
For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
Armors
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.
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.
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat 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.
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.
Core
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 9
Display. While displayed:
* When you suffer any damage, you may recharge to reduce it by 1.
* When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead.
* If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
Items
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card.
CotCT
Item 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.
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.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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.
Allies
CotCT
Ally 3
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane 10
OR Charisma
Diplomacy 14
At the start of your turn, reveal to heal the ally Acadamae Student.
On your Arcane check or your check against an Outsider card, reveal to add 1.
Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4.
Core
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
CotCT
Ally 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.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
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.
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.
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.
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.
Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead.
Current Hour:
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.
Hours Remaining: 7
Hourglass
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.
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.
The Cricket
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When a character moves on their turn, each other local character may move with them.
To Acquire:
Dexterity
Ranged 4+#
On any check, discard to bless.
On another character's Dexterity check, recharge to bless.
Discard to move then explore. You may not use this power during an encounter.
The 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.
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.
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.
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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ramexes/wkover, Raheli/rhynndavrie, None
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.
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: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alase/MorkXII, Seoni/EmpTyger, None
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.
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.
| BR - Scenario Update |
We'll call this a lost scenario and wrap up to move on with the rest of the tables.
-----------
6-99B: The Tangled Briar
Eventually the sound of the crowd fades as you run deeper and deeper into the overgrown woods. You hear some of the copies cry out in pain as they get tangled in the thorns and it seems the rest just couldn’t keep up. The tangled woods are silent, and you finally have a chance to take a breath and look around.
The world you’ve been dragged into looks as fake as the stage you just stood on. The sky is painted on to the firmament, and you can see a set of brass rails that provide the orbit for a ticking clockwork sun that trundles across the sky. Even the trees in the briar seem fake. Their branches twist and coil in serpentine patterns, and the thorns are more wicked than anything nature could provide.
The true strangeness of the woods finally reveals itself when you turn around. You see the path you’d just cleared behind you closes before your eyes, leaving no sign that you’d ever been through the woods. This might deter your hunters, at least. You hope. With the way back closed, you keep moving forward. There has to be a way out of this place.
| BR - Scenario Update |
During This Adventure:
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
The harrow suit is the hour’s suit.
When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.
During This Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a "Rabbit Spotted" success to the table coordinator.
When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle the Proxy A and a number of new blessings equal to 1 less than the number of locations into a stack then shuffle 1 into each location.
After you encounter or evade a Proxy A, you may banish it.
After the table coordinator announces the Rabbit Hunt, shuffle the villains King of the Briar Patch - Proxy V1, V2, and V3 into locations, distributed as evenly as possible. (Continue to report "Rabbit Spotted" successes.)
While fewer than 2 villain proxies are displayed, you cannont guard and when you defeat a villain proxy, display it.
If you defeat and corner the final villain proxy, report a "Rabbit Captured" success to the table coordinator.
Additional Rules: Danger
A new barrier
Villain
None
Henchmen (Closing)
Story Bane
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR PerceptionSurvival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
Scenario Level (#): 4
Turn: 0, Alase/MorkXII
Monsters
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
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.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 13
Vulnerable to Cold.
After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned.
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.
Barriers
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.
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
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.
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.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Weapons
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 11
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1.
On a local combat check, after the roll, freely recharge to add 1d4.
You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 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.
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.
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
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.
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.
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.
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.
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
Armors
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.
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.
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.
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.
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
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.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
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.
Allies
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.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
CotCT
Ally 3
Traits:
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.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you 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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
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.
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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 24
[b]Hourglass
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.
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.
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.
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.
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.
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.
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.
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.
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The 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 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.
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The 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.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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.
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 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.
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 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.
The Crows
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
The 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.
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.
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.
Location #1: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: The Tangled Briar
Wild
At This Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
When Permanently Closed: When you would banish this location’s cards, instead shuffle them into a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Location #3: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #4: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
| wkover - Ramexes |
Starting at Raheli's location. Unless she starts at the Thicket, then I'll start at the Forest.
Hand: Dwarven Earthbreaker +1, Viking Shieldmaster, Blessing of the Drunken Hero, Crystal Ball, Apprentice,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
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
| Seoni WotR-EmpTyger |
Starting at Glade
Discarding Random Harrow Blessing 1: The Winged Serpent
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.
Just as she was preparing to incinerate the theater once more, the stage faded away, leaving Seoni in a strange clearing. She thought she glimpsed something scaly flying overhead, but couldn't be certain.
Hand: Blessing of Nethys (discard to bless), Toad, Blessing of Qi Zhong (discard to bless, recharge if WIS hour), Surgeon (recharge to heal 1 local), Locate Object, 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 2 (discard to bless, recharge if Arcane/Divine),
Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Okay to cure
Ask before using: Blessing of Nethys; Blessing of Qi Zhong; Blessing of the Spellbound
Can use without asking: Surgeon; Safe Harbor
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
| Rhynn - Raheli |
Raheli will join Ramexes at the Forest.
Hand: Cure, Dreamcatcher (2), Byzantine Lexicon (2), Staff of Minor Healing (3), Binder's Tome (1), Bound Elemental, Blessing of the Savored Sting,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3
Box Reroll Used N
NOTES:
Available Support: Cure - passing over to Ramexes ASAP
Staff Minor healing - local recharge a card
Binder's tome - 1d4 and mental trait on local combat or Cha check.
Lexicon - add 1 die to Wis non-combatDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Fly, Good Omen, Flying Squirrel, Apprentice, Gem of Mental Acuity (2), Anathemic Volume (2), Twisted Space, Phoenix Staff (2), Augury, The Theater, Cleric of Nethys , Wand of Detect Magic (1), Blessing of the Savored Sting (2)
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 ☐ +2Favored 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.
| MorkXII - Alase |
Alase and Tonbarse will also start at the Forest.
Skills and Powers:Hand: Augury, Charm Monster, Object Reading, Bound Lantern Archon, Blessing of Pharasma, Blessing of Zon-KuthonSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 13 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Forest
Augury:Augury
Spell 1Traits
Magic
Arcane
DivinePowers
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 2Traits
Magic
Arcane
Divine
VeteranPowers
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.Object Reading:Object Reading
Spell 2Traits
Magic
Arcane
Divine
MentalChecks
Intelligence
Arcane
Wisdom
Divine
9
OR
Perception
7Powers
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 Lantern Archon:Bound Lantern Archon
Ally 2Traits
Outsider
AngelPowers
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 Pharasma:Blessing of Pharasma
Blessing BTraits
Divine
PharasmaPowers
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 2Traits
Divine
Zon-KuthonPowers
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 BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| BR - Scenario Update |
During This Adventure:
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
The harrow suit is the hour’s suit.
When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.
During This Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a "Rabbit Spotted" success to the table coordinator.
When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle the Proxy A and a number of new blessings equal to 1 less than the number of locations into a stack then shuffle 1 into each location.
After you encounter or evade a Proxy A, you may banish it.
After the table coordinator announces the Rabbit Hunt, shuffle the villains King of the Briar Patch - Proxy V1, V2, and V3 into locations, distributed as evenly as possible. (Continue to report "Rabbit Spotted" successes.)
While fewer than 2 villain proxies are displayed, you cannont guard and when you defeat a villain proxy, display it.
If you defeat and corner the final villain proxy, report a "Rabbit Captured" success to the table coordinator.
Additional Rules: Danger
A new barrier
Villain
None
Henchmen (Closing)
Story Bane
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR PerceptionSurvival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
Scenario Level (#): 4
Turn: 1, Alase/MorkXII
Monsters
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.
CotCT
Monster 2
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
Core
Monster 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.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Barriers
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.
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.
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
Core
Barrier 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.
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.
Weapons
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.
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.
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.
Core
Weapon 3
Traits:
Loot
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4.
When a local character suffers damage, recharge to reduce it by 4.
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.
Spells
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 10
When you encounter a non- Incorporeal monster, banish to evade it.
On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 12 check to recharge it instead.
CotCT
Spell 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.
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.
CotCT
Spell 3
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 2; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4+1 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead.
Core
Spell 0
Traits:
Arcane
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 4
When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead.
Armors
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.
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.
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.
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.
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
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.
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.
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.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
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
CotCT
Ally 4
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local combat check, reload to add 1d6.
Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
CotCT
Ally 3
Traits:
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.
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.
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.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your turn, summon and encounter an ally.
To Acquire:
Charisma
Craft 4+#
On a local check, discard to bless.
The character attempting the check may add another local character's die for the skill they are using.
Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you suffer a scourge on your turn, each local character suffers it.
To Acquire:
Strength
Melee 4+#
On any check, discard to bless; if a character banishes an ally, add 3d6 instead.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
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.
Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead.
Current Hour:
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.
Hours Remaining: 23
Hourglass
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 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.
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.
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.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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.
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The 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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The 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.
Location #1: Forest
Wild
At This Location: When you defeat a monster, you may discard a card to explore.
When Closing: Summon and defeat the danger.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Raheli/rhynndavrie, None
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 21
When examined, encounter this monster.
Cannot be evaded.
If undefeated, recharge this monster into its location.
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead.
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.
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.
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.
CotCT
Monster 3
Traits:
Outsider
Plant
To Defeat:
Combat 15
Immune to Mental and Poison.
Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned.
Core
Monster 2
Traits:
Aberration
Trap
To Defeat:
Combat 15
OR Wisdom
Perception 9
On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead.
If undefeated, suffer the scourge Entangled.
Location #2: The Tangled Briar
Wild
At This Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
When Permanently Closed: When you would banish this location’s cards, instead shuffle them into a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
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.
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.
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.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
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.
Location #3: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
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.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Location #4: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
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.
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.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
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.
Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
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.
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.
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.
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.
| Seoni WotR-EmpTyger |
(During Alase's turn)
Burying Blessing of the Spellbound
Perception 4+4=8: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Rabbit spotted!
Crows:
Arcane 5: 1d12 + 5 ⇒ (4) + 5 = 9
Blessing of the Spellbound remains buried
Recharging Surgeon to heal the Winged Serpent
Seoni missed whatever flew overhead amid a sudden storm of crows. But her eyes spotted something else quite interesting, and that made her feel better than any cure.
Hand: Blessing of Nethys (discard to bless), Toad, Blessing of Qi Zhong (discard to bless, recharge if WIS hour), Locate Object, 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),
Displayed:
Deck: 15 Discard: 0 Buried: 1
Notes: Okay to cure
Ask before using: Blessing of Nethys; Blessing of Qi Zhong
Can use without asking: Safe Harbor
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
| MorkXII - Alase |
Hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
Explore Forest 1: Henchman Proxy A1 - King of the Briar Patch
When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a "Rabbit Spotted" success to the table coordinator.
Shuffle Blessing of Pharasma into deck to bless.
Perception 4+#=8: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (7) = 15
King of the Briar Patch:
BA Damage: 1d4 - 1 ⇒ (3) - 1 = 2: Discard Object Reading and Augury.
Cast Charm Monster to draw: Enormous Reefclaw (+6 to combat)
Combat 10+##=18: 1d10 + 5 + 4 + 6 ⇒ (5) + 5 + 4 + 6 = 20 Success.
Hoping someone else can do the second check...
| Rhynn - Raheli |
Recharge Bound Elemental for hair attack, blessed by Alase, recharge Staff of minor Healing.
King of the Briar Patch-CtD: Combat 20: 2d10 + 3 + 2d8 + 1d4 + 3 ⇒ (1, 8) + 3 + (5, 1) + (3) + 3 = 24 And reroll highest...
King of the Briar Patch-CtD: Combat 20: 1d10 + 16 ⇒ (3) + 16 = 19 grumble...box reroll that stupid d10.
King of the Briar Patch-CtD: Combat 20: 1d10 + 16 ⇒ (9) + 16 = 25 Success!
Rascally rabbit, Raheli tries to man it with her hair but it dodges several times before she's able to land a definitive blow on it.
Hand: Cure, Dreamcatcher (2), Byzantine Lexicon (2), Binder's Tome (1), Blessing of the Savored Sting,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 3
Box Reroll Used Y
NOTES:
Available Support: Cure - passing over to Ramexes ASAP
Staff Minor healing - local recharge a card
Binder's tome - 1d4 and mental trait on local combat or Cha check.
Lexicon - add 1 die to Wis non-combatDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Augury, Phoenix Staff (2), Cleric of Nethys , The Theater, Flying Squirrel, Good Omen, Blessing of the Savored Sting (2), Gem of Mental Acuity (2), Wand of Detect Magic (1), Fly, Apprentice, Anathemic Volume (2), Twisted Space
Recharged: Bound Elemental, Staff of Minor Healing (3),
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 ☐ +2Favored 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.
| MorkXII - Alase |
Continuing:
AA Damage: 1d4 - 1 ⇒ (4) - 1 = 3: Discard Object Reading. Out of cards.
Close check is a new barrier: Brain Mold
Before acting, mark your location with the scourges Drained and Poisoned.
Location and everyone at the Forest is Drained and Poisoned.
Raheli buries Savoured Sting to add a d10. Drained.
Survival 7: 1d8 + 2 + 1d10 - 2 ⇒ (8) + 2 + (3) - 2 = 11 Defeated.
Location closed.
Draw Tonbarse.
Move to Ravine.
Display Tonbarse wherever Ramexes moves.
Draw up to 6.
Poisoned: 1d6 ⇒ 3: Bound Shadow Demon
Skills and Powers:Hand: Haste, Twisted Space, Blessing of Maat, Blessing of Pharasma, Blessing of Zon-KuthonSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +3
Arcane +2Powers
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 ([X1] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([X2] or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it ([X4] 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 [X2] 6 [X4] 7 ☐ 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Drained, Poisoned, Tonbarse
Deck: 10 Discard: 3 Buried: 1
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Forest
Haste:Haste
Spell 2Traits
Magic
ArcanePowers
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.Twisted Space:Twisted Space
Spell 2Traits
Magic
ArcanePowers
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.Blessing of Maat:Blessing of Maat
Blessing 2Traits
Divine
MaatPowers
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 BTraits
Divine
PharasmaPowers
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 2Traits
Divine
Zon-KuthonPowers
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 BTraits
Outsider
Eidolon
Arcane
Veteran
Owner: AlasePowers
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.
| wkover - Ramexes |
Out of turn: Poisoned and Drained from Brain Mold. Move to Glade when Forest closes.
The Beating. When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
A run-in with the Thorn King pushes the Pathfinders far from their original intent. They're squeezed to the thinning edge of the forest, exhausted and tainted with the poisons of barbed briars.
Move to Ravine and explore. Encounter a Ring of Protection. I could potentially acquire this, but then I couldn't remove my Drained scourge and I'd probably lose it to Poisoned anyway. So I'll let it go.
A silver sparkle brightens the glade stream, but on closer inspection the shimmering reveals itself to be a rusted blade.
End of turn, bury blessing to remove Drained scourge. Draw up w/ Chaplain, then recharge random card (Crystal Ball) from poisoned.
Hand: Dwarven Earthbreaker +1, Viking Shieldmaster, Apprentice,
Displayed:
Deck: 15 Discard: 0 Buried: 1
Hero Points: 1
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
At start of Seoni's turn, will recharge Chaplain to remove Poisoned scourge (reflected above).
| Seoni WotR-EmpTyger |
Blessing 2: Big Sky o'clock: At the start of your turn, you may remove 1 of your scourges.
Displaying Safe Harbor at Ravine until start of Seoni's next turn
* 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 scene had shifted too quickly; Seoni's mana hadn't yet replenished. Therefore the sorcerer acted cautiously, making sure she had a safe route to Ramexes in case things got out of hand.
Banishing Locate Object to recovery to examine Glade 1: Orc Rager, Glade 2: Evoker, Glade 3: The Vision. Encountering The Vision
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
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.
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.
Arcane 4+4=8: 1d12 + 5 ⇒ (2) + 5 = 7
Shuffling The Vision back into Glade
Her divinations detected enemy barbarians and wizards, but her spell wasn't able to get a complete vision of what awaited.
Shuffled Glade: 1d8 ⇒ 6
Exploring Glade 6: The Twin
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.
CHA 4+4=8: 1d12 + 3 ⇒ (5) + 3 = 8
The Twin is acquired
Still, something about this place seemed very familiar to the Pharasma, as if she had been here before, already, in another form.
Shuffled Glade: 1d8 ⇒ 3
Shuffled Glade: 1d8 ⇒ 8
Burying Blessing of Nethys to examine Glade 3: The Vision, Glade 8: Lyrune-quah Truthspeaker. Exploring Glade 3: The Vision
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.
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.
Arcane 4+4=8: 1d12 + 5 ⇒ (4) + 5 = 9
The Vision is acquired
Seoni looked harder, and this time her concentration paid off. The vision unfolded before her.
Discarding the Vision to examine Thicket 1: Faceless Stalker, Ravine 2: Henchman A5: King of the Briar Patch. Exploring Glade 8: Lyrune-quah Truthspeaker
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.
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR PerceptionSurvival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
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.
CHA 12: 1d12 + 3 ⇒ (2) + 3 = 5
Lyrune-quah Truthspeaker is banished
It was a strange vision. Faceless men in the thicket, and a hint of a crown down in the ravine. But the truth still eluded her.
Shuffled Glade: 1d7 ⇒ 6
Shuffled Glade: 1d7 ⇒ 3
Shuffled Glade: 1d7 ⇒ 3
Shuffled Glade: 1d7 ⇒ 7
Burying Blessing of Qi Zhong to heal The Vision and explore Glade 7: Henchman A4: King of the Briar Patch
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR PerceptionSurvival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
Everyone must succeed at an Acrobatics/Fortitude/Perception/Survival 4+4=8 check or discard the top card of their deck
Perception 4+4=8: 1d6 + 3 ⇒ (1) + 3 = 4
Rabbit not spotted. Discarding Wand of Detect Magic from deck.
Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
Discarding The Twin, Toad for 2 Combat damage.
Seoni cannot make a Combat 10+8=18 check. No cards left in hand.
Seoni cannot make a Combat 12+8=20 check. No cards left in hand.
Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
No cards left in hand.
Henchman A4 is shuffled back into Glade.
Hoping understanding would help her feel better, the sorcerer stubbornly continued to try to understand the vision.
She didn't see what hit her.
Ending turn. Recovery:
Arcane 8: 1d12 + 5 ⇒ (9) + 5 = 14
Locate Object is recharged. Resetting hand
Hand: Fire Snake, The Vision (discard to bless and choose a number; +3 if the number is rolled), Blessing of Lamashtu (discard to bless/bury to doublebless to defeat monster), Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Blessing of the Spellbound 1 (discard to bless/double bless if spell is cast), Wall of Fire, Binder's Tome (reveal for +1d4 and Mental to local combat/CHA),
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: 9 Discard: 3 Buried: 3
Notes: Safe Harbor at Ravine until start of my next turn.
Ask before using: Blessing of the Spellbound; Blessing of Lamashtu; The Vision; Helm of Telepathy
Can use without asking: Binder's Tome
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:
Glade 3, 6 are acquired. (Book, Crown)
Glade 8 is banished.
Glade is shuffled. (contains Orc Rager, Evoker, henchman)
Thicket 1 is known. (Faceless Stalker)
Ravine 2 is known. (henchman)
Safe Harbor is displayed at Ravine until start of Seoni's next turn.
| Rhynn - Raheli |
Spotted?-BYA: Acrobatics 8: 1d10 + 3 - 1 ⇒ (6) + 3 - 1 = 8 Haha, got it that time!
| wkover - Ramexes |
Out of turn: Owe two cards from top of deck for failing checks vs. Briar King: Blessing of Abadar, Blessing of Cayden Cailean.
Hand: Dwarven Earthbreaker +1, Viking Shieldmaster, Apprentice,
Displayed:
Deck: 13 Discard: 2 Buried: 1
Hero Points: 1
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
| BR - Scenario Update |
During This Adventure:
Regardless of challenge mode, build Small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings. In Heroic challenge mode, add the location designated in the scenario with an “H”, and after creating the hourglass, display the wildcard The Harrows next to it; whenever the hour changes, the wildcard of the matching suit takes effect until changed. In Legendary challenge mode, also add a random Perils wildcard and a random Onslaughts wildcard.
The harrow suit is the hour’s suit.
When a character acquires a Harrow blessing, report its name and suit to the table coordinator along with the challenge mode you chose.
When you would discard a non-Harrow blessing for its power, bury it instead; when you would recharge it for its power, discard it instead.
When you fail a check to acquire a Harrow blessing you may shuffle it into your location.
When choosing deck upgrades, treat Harrow blessings as level #.
During This Scenario: When you encounter a Proxy A, each character must succeed at an Acrobatics, Fortitude, Perception, or Survival 4+# check or discard the top card of their deck; if at least half the characters succeed, report a "Rabbit Spotted" success to the table coordinator.
When you defeat a Proxy A, you may choose not to attempt to close your location; if you do, shuffle the Proxy A and a number of new blessings equal to 1 less than the number of locations into a stack then shuffle 1 into each location.
After you encounter or evade a Proxy A, you may banish it.
After the table coordinator announces the Rabbit Hunt, shuffle the villains King of the Briar Patch - Proxy V1, V2, and V3 into locations, distributed as evenly as possible. (Continue to report "Rabbit Spotted" successes.)
While fewer than 2 villain proxies are displayed, you cannont guard and when you defeat a villain proxy, display it.
If you defeat and corner the final villain proxy, report a "Rabbit Captured" success to the table coordinator.
Additional Rules: Danger
A new barrier
Villain
None
Henchmen (Closing)
Story Bane
Type: Monster
Traits: Storykin Veteran
To Defeat: Combat 10+## THEN Combat 12+## OR PerceptionSurvival 4+#
Before acting, suffer 1d4-1 Combat damage. If the check to defeat is blessed, reroll 1 die that has the highest value. After acting, suffer 1d4-1 Combat damage
For the rest of the adventure, on checks to acquire a Suit: Keys blessing, add 1d8.
For the rest of the adventure, on checks to acquire a Suit: Stars blessing, add 1d8.
Scenario Level (#): 4
Turn: 5, Alase/MorkXII
Monsters
CotCT
Monster 4
Traits:
Trigger
Vermin
Veteran
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then encounter this monster.
Immune to Mental.
If you are at an Underground location, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Poisoned.
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.
Core
Monster 0
Traits:
Undead
Zombie
Veteran
To Defeat:
Combat 9+##
Immune to Mental and Poison.
If undefeated, a random character summons and encounters this monster.
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.
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.
Barriers
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
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.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
None 0
When examined, succeed at a Stealth 7+# check or encounter this barrier.
Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location.
Core
Barrier 1
Traits:
Cache
Task
Veteran
To Defeat:
Charisma
Diplomacy 6+#
If you are at an Urban location, the difficulty to defeat is increased by 4.
If undefeated, bury either an ally or a random boon.
If defeated, you may summon and encounter a new boon of any type.
CotCT
Barrier 2
Traits:
Task
To Defeat:
Constitution
Fortitude 10
OR Charisma
Diplomacy 12
On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon.
If undefeated, summon and encounter the story bane Blood Veil.
Weapons
CotCT
Weapon 4
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
Respect
To Acquire:
Strength
Dexterity
Acrobatics
Melee
Ranged 13
For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2.
On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check.
After playing this weapon on a check, powers that reroll dice may be ignored.
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.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Spells
CotCT
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead.
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
CotCT
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 11
Display. While displayed:
* On local checks, add 1d6.
* At the start of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 13 check to recharge it instead.
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
Core
Armor 2
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 8
When you suffer Combat damage, freely reveal to reduce it by 1.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
At the end of your turn, recharge to move.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Core
Armor 2
Traits:
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.
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.
Items
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.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 4
Traits:
Alchemical
Attack
Electricity
Liquid
Ranged
To Acquire:
Intelligence
Craft 12
For your combat check, banish to use Craft, Dexterity, or Ranged +3d8.
During a local encounter with a non-story bane monster, banish to ignore its before acting powers.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Allies
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.
CotCT
Ally 2
Traits:
Dragon
To Acquire:
Wisdom
Arcane
Survival 9
On a local combat check, recharge to add 1d6 and the Mental trait.
Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again.
CotCT
Ally 4
Traits:
Human
Spy
To Acquire:
Charisma
Diplomacy 11
OR Knowledge 10
On a local Charisma or Knowledge non-combat check, recharge to add 1d6.
Discard to examine the top card of your location, then you may explore.
This exploration, when you would encounter a story bane, another local character may encounter it instead.
CotCT
Ally 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.
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.
Blessings
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
Hour Power: At the start of your turn, summon and encounter a spell.
Current Hour:
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.
Hours Remaining: 19
Hourglass
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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.
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.
The Liar
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand.
To Acquire:
Charisma
Knowledge 4+#
On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded.
Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned.
The 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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
The Forge
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: On your check, add 1 for each type of boon played.
To Acquire:
Strength
Craft 4+#
On any check, discard to bless; after the roll, for each type of boon played on the check, add 1.
Discard to explore.
The 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.
Location #2: The Tangled Briar
Wild
At This Location: When you examine a barrier from this location, it gains the Trigger trait and the power “When examined, summon and encounter this barrier, then shuffle your location.”
When Closing: Succeed at a Fortitude or Survival 5+# check or bury an armor or an ally.
When Permanently Closed: When you would banish this location’s cards, instead shuffle them into a random other location.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
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.
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.
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.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
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.
Location #3: Thicket
Wild
At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled.
When Closing: Summon and defeat a barrier.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
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.
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Ally 2
Traits:
Fighter
Human
To Acquire:
Strength
Melee 10
THEN Charisma
Diplomacy 9
On a local combat check, bury to add 2d6.
Discard to explore; you may first draw a weapon from your discards.
CotCT
Monster 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
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.
CotCT
Barrier 3
Traits:
Construct
Trap
To Defeat:
Dexterity
Acrobatics
Disable
Stealth 11
If undefeated, display this barrier at your location. While displayed, at this location:
* When you explore, suffer 1d4 Combat damage.
* For your first exploration of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Location #4: Glade
Sacred
Wild
At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane.
When Closing: Either recharge 3 boons or suffer the scourge Exhausted.
When Permanently Closed: You may heal up to 2 cards.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MorkXII, Seoni/EmpTyger, Raheli/rhynndavrie, None
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.
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.
Core
Barrier 2
Traits:
Obstacle
Task
To Defeat:
Intelligence
Diplomacy
Disable
Stealth 8
If undefeated, reload this barrier into its location, then summon and encounter a monster.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Location #5: Ravine
Underground
Wild
At This Location: The difficulty of combat checks is increased by #.
When Closing: Bury a random card.
When Permanently Closed: You may heal a buried card.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Ramexes/wkover, Safe Harbor
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
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.
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.
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.
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.
| Rhynn - Raheli |
Turn 4, The Brass Dwarf
Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead.
Raheli takes a bit of a risk, still feeling the effects of the Brain Mold and decides to explore at the Glade, knowing that her comrades are there to back her up.
Yay, spell 4, recharge Lexicon to add a die to Wis check, asking for Seoni's BotSpellbound. Recharge Dreamcatcher (2), and Binder's Tome to add dice via Raheli's power to acquire a spell.
Instrument of Agony-CtA: Wisdom 10: 3d6 + 2d4 + 2 - 5 ⇒ (4, 3, 3) + (4, 3) + 2 - 5 = 14 Acquired!
Fortunately as she heads deeper into the Glade she comes across a spell instead. Gratefully she picks it up, scans it and feels much improved.
End of turn, bury Instrument of Agony to clear Drained.
Draw up, recharging drawn Cleric of Nethys for Poison.
Hand: Cure, Twisted Space, Gem of Mental Acuity (2), Wand of Detect Magic (1), Phoenix Staff (2),
Displayed: Flying Squirrel,
Deck: 14 Discard: 0 Buried: 2
Hero Points: 3
Box Reroll Used N // Raheli, Night-Haired Witch has the following scourges marked:Poisoned:While Marked:
After you reset, recharge a random card.When you would heal any number of cards, you may remove this scourge instead.
NOTES:
Available Support: Cure - passing over to Ramexes ASAP
Twisted Space - evade monsterDeck, Discard, Buried:
Reloaded: Cure,
Middle of Deck (Unknown Order): The Theater, Apprentice, Fly, Blessing of the Savored Sting (2), Good Omen, Anathemic Volume (2), Augury
Recharged: Bound Elemental, Staff of Minor Healing (3), Byzantine Lexicon (2), Dreamcatcher (2), Binder's Tome (1), Cleric of Nethys ,
Discard Pile:
Buried Pile:Blessing of the Savored Sting, Instrument of Agony,
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 ☐ +2Favored 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: At Glade, acquire card 1.
Seoni: Used Blessing of Spellbound