
MorkXII - Alase |

Hour: At the start of your turn, summon and encounter a spell.
Encounter a new spell: Poison Blast
Arcane 12: 1d10 + 5 - 1 ⇒ (2) + 5 - 1 = 6 Banished.
Draw new Ally: Ruan Mirukova
Explore Glade: Evoker
Damage Type: 1d6 ⇒ 4: Fire
Random local char (A, R, S): 1d3 ⇒ 3
Seoni takes 1 Fire damage
Recharge Ruan Mirukova to add d4.
CtD Arcane 7+#=11: 1d10 + 5 + 1d4 - 2 ⇒ (7) + 5 + (3) - 2 = 13 Defeated.
Remove Poisoned from Ruan.
AA Fire damage: 1d4 - 1 ⇒ (2) - 1 = 1 (This was 2 before I fixed my turn) Discard Haste and Twisted Space.
Draw Tonbarse and examine Glade 3: Guardian Door
Bury Blessing of Pharasma to remove Drained.
Draw up to 6.
Start of next turn, display Tonbarse at Glade.
Skills and Powers:Hand: Stone Skin, Blackcloth Armor, Staff of Minor Healing, Blessing of Achaekek, Blessing of MaatSkills 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: 6 Discard: 6 Buried: 3
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Glade
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.Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.Blessing of Achaekek:Blessing of Achaekek
Blessing 1Traits
Divine
AchaekekPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Blessing of 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.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: From Crowns effect, drawing Korvosan House Drake (card 2 in ally stack).
Hand: Dwarven Earthbreaker +1, Viking Shieldmaster, Korvosan House Drake, 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

wkover - Ramexes |

The Lost. When this is the hour: When you would recharge a Magic boon, discard it instead.
From Crowns effect: Assume that Seoni draws Jasan Adriel (random ally 3) and Raheli draws Fortune-teller (random ally 4) in case it helps with my turn.
Move to Glade, encounter Guardian Door. Asking Seoni for The Vision, calling the number "2".
It's odd to encounter a standing door frame in the middle of a wilderness. Though it's possible it was once supported by walls that disappeared from weathering and other forms of disintegration - both natural and unnatural.
Dip 9 w/ blessing: 1d10 + 1d10 + 2 ⇒ (8) + (4) + 2 = 14 - door defeated
Discard Apprentice to explore, encounter Proxy A.
Pausing for Rabbit Spot checks. I fail mine, so discarding top card of deck: Major Cure.
While waiting for Spot Checks, will do Briar King BYA.
Combat damage?: 1d4 - 1 ⇒ (4) - 1 = 3 Alase casts Stone Skin on Ramexes to block the damage.

wkover - Ramexes |

Continuing turn. We still need to pass one more Spot Check. Note that Jasan Adriel is available (Seoni's ally pull), if that helps someone with the check.
Doing both combats vs. Proxy A.
King of the Briar Patch
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
Combat 18 (10+8) w/ weapon, recharged Korvosan House Drake, Seoni's Binder's Tome: 1d8 + 2d6 + 7 + 1d6 + 1d4 ⇒ (5) + (1, 1) + 7 + (6) + (3) = 23
Asking for Alase's Achaekek for second check.
Combat 20 w/ weapon, tome, Achaekek: 1d8 + 2d6 + 7 + 2d8 + 1d4 ⇒ (7) + (5, 5) + 7 + (3, 2) + (2) = 31 - henchman defeated
Stone Skin cast earlier blocks any AYA damage.
Ramexes becomes exhausted to close Glade. From Glade closing, I heal 2 cards: Major Cure, Apprentice.
Hand: Dwarven Earthbreaker +1, Viking Shieldmaster, Crystal Ball, Apprentice, Korvosan House Drake,
Displayed:
Deck: 12 Discard: 2 Buried: 1
"Hero Points: 1 // Ramexes has the following scourges marked:Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
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's Vision used vs. Door barrier. Seoni, Raheli drew allies for Crowns effect (see above). Seoni, Raheli still need to do their Spot Checks for rabbit. Alase's Achaekek used (shuffled in) to defeat proxy A. Glade is closed, and everyone needs to move. Ramexes will follow Raheli for Cure hand-off. From proxy defeat, examine Thicket. Top 2 cards are Faceless Stalker (already known) and Real Rabbit Prince.

Rhynn - Raheli |

Rabbit Spotted?: Acrobatics 8: 1d10 + 3 ⇒ (2) + 3 = 5 Not this time, discarding Savored Sting for the miss.

Seoni WotR-EmpTyger |

(On Alase's turn)
Drawing Jasan Adriel
Evoker: Mastery prevents 1 Fire damage
Seoni was in the middle of reading a spymaster's report when a stray fire bolt landed a little too close. She effortlessly countered the evoker's fire cantrip and returned to the paper.
(On Ramexes's turn)
Banishing Fire Snake to recovery to use Arcane, mastery
Perception 4+4=8: 1d12 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Rabbit spotted!
Moving to Ravine
Recovery: Fire Snake is recharged
Ramexes shouted a warning. The rabbit was back! Seoni conjured a fire snake to track the prey. "It went into the ravine!"
(Seoni's turn)
Hourglass 2: Tangled Briar o'clock: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Banishing Safe Harbor to recovery
Alase displays Tonbarse at Ravine
Displaying Wall of Fire
Exploring Ravine 1: Henchman A5: 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
Using Tonbarse to recharge Jasan Adriel
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 ⇒ (4) + 3 = 7
Not spotted. Discarding The Winged Serpent from deck
Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0
Using Wall of Fire, revealing Binder Tome, mastery, ravine penalty
Combat 10+8+4=22: 1d12 + 5 + 2d6 + 1d4 + 4 ⇒ (10) + 5 + (6, 2) + (3) + 4 = 30
Discarding Blessing of Lamashtu to draw arcane Blessing of the Spellbound
Using Wall of Fire, revealing Binder Tome, discarding Blessing of the Spellbound, mastery, ravine penalty
Combat 12+8+4=24: 2d12 + 5 + 2d6 + 1d4 + 4 ⇒ (4, 11) + 5 + (5, 3) + (3) + 4 = 35
Rerolling 11
Combat 24: 35 - 11 + 1d12 ⇒ 35 - 11 + (1) = 25
Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3
Recharging Helm of Telepathy to recharge Binder's Tome for 1 Combat damage. No cards left in hand
Henchman A5 is banished
Ravine remains open. Henchman A5, Random Blessing 1, Random Blessing 2 are randomly shuffled into Tangled Briar, Thicket, Ravine
"Our quarry is within," whispered the sorcerer. She explained her plan: Tonbarse would act as bait to lure it out, then Seoni would entrap the creature within walls of fire. The plan nearly worked, but just as the walls closed in, Seoni sensed a feeling of desperation, and quickly ducked away, narrowly missing a hard kick as the rabbit king *leapt* over her wall at her. "Did anyone see where he went?"
Ending turn. Recovery:
Arcane 10: 1d12 + 5 ⇒ (3) + 5 = 8
Safe Harbor is discarded. Wall of Fire is recharged. Resetting hand.
(At the start of Raheli's turn)
Recharging Surgeon to heal Toad
She had avoided the kick, but Seoni sipped a potion from the surgeon. The chase was wearing her down.
Hand: Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Sphere of Fire, Bound Elemental, Pyrotechnic Blast,
Displayed:Surgeon, Marionette, Cleric of Nethys,
Deck: 86Discard: 78Buried: 3
Notes:
Ask before using:
Can use without asking: Magnetic Grimoire
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:
2nd success for the rabbit on Ramexes turn.
Ravine 1 (henchman), Random Blessing 1, Random Blessing 2 are randomly shuffled into Tangled Briar, Thicket, Ravine.
Alase displays Tonbarse at Ravine.
Raheli, Alase, and Ramexes each must succeed at an Acrobatics/Fortitude/Perception/Survival 8 check or discard the top card of their deck. 2 successes needed to spot the rabbit.
Seoni is at Ravine.

wkover - Ramexes |

Out of turn: Discarding card from deck for failed spot check: Find Traps spell.

Rhynn - Raheli |

Rabbit Spotted?: Acrobatics 8: 1d10 + 3 ⇒ (2) + 3 = 5 Missed again, no spotting this time around. Discard Augury for the miss.

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, Suit: Crown, or Suit: Stars blessing, add 1d8.
Scenario Level (#): 4
Turn: 8, Raheli/rhynndavrie
Monsters
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
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
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 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.
CotCT
Monster 2
Traits:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Barriers
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 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.
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 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.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Dexterity
Acrobatics
Perception 11
OR Disable 9
If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
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 3
Traits:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
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.
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 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.
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.
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.
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.
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.
Armors
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:
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.
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.
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:
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 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.
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.
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.
CotCT
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Arcane
Divine
Perception 8
On any Perception check, reveal to add 1d10.
Discard to examine the top 3 cards of any location or the hourglass and return them in any order.
Allies
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
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:
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 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.
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: 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.
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: 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.
Hour Power: On your check, you may recharge a card to replace all d4s with d8s.
Current Hour:
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.
Hours Remaining: 16
Hourglass
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 ?: 2
Located/Displayed Here: None
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
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
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.
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: 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
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.
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
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
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.
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 ?: 2
Located/Displayed Here: None
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
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.
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.
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.
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 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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
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.
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: Alase/MorkXII, Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie,
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.
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.
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.
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.
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
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
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.

MorkXII - Alase |

Rabbit Survival 4+#=8: 1d8 + 2 ⇒ (5) + 2 = 7: Blessing of the Vaultmaster discarded from deck.
Recharge Staff of Minor Healing to heal: Haste
Hand update:
Skills and Powers:Hand: Blackcloth ArmorSkills 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: 10 Discard: 6 Buried: 3
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Ravine
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.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.

Rhynn - Raheli |

Turn 8, The Locksmith
Hour Power: On your check, you may recharge a card to replace all d4s with d8s.
Start of turn, pass Cure to Ramexes.
Raheli should be a little surprised when she runs across a Fortune-teller wandering the Ravine, but honestly, at this point it's not the strangest thing she's seen. After a quick consult, Raheli is told that a boon is in her future.
End of move, recharge Fortune-teller and examine top card for boon... Boon! Encounter.
The Rakshasa-CtA: Arcane 8: 1d8 + 4 ⇒ (5) + 4 = 9 Acquired!
Free explore.
Raheli finds the reading to be true, quickly turning up another Harrow card from the lost deck. She adds it to her growing pile and continues exploring the ravine. She doesn't get too far before a Ghast rushes out from a crack in the ravine wall.
Ghast-BYA: Constitution 6: 1d6 ⇒ 1 Exhausted
Recharge Twisted Space for for hair combat, recharge 3 items (highest Adv 2), recharge Rakshasa for hour power to convert d4's to d8's.
Ghast-CtD: Combat 21: 1d10 + 3 + 2d8 + 3d8 + 2 ⇒ (3) + 3 + (3, 8) + (8, 3, 6) + 2 = 36 Defeated, banished.
It lands a raking score across her back, delivering a toxin that leaves her exhausted. She lashes out with her hair, slashing into the Ghast and quickly dropping it.
Raheli takes a moment to resupply herself before continuing on.
Poison scourge causes Fly to be recharged.
Hand: Good Omen, Anathemic Volume (2), Apprentice, Bound Elemental, The Theater,
Displayed: Flying Squirrel,
Deck: 13 Discard: 2 Buried: 2
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.
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: Good Omen - add 1+# to checks to acquire or close a location
Use blessing as neededDeck, Discard, Buried:
Reloaded: Good Omen,
Middle of Deck (Unknown Order): 0
Recharged: Staff of Minor Healing (3), Byzantine Lexicon (2), Dreamcatcher (2), Binder's Tome (1), Cleric of Nethys , Fortune-teller, Twisted Space, Wand of Detect Magic (1), Gem of Mental Acuity (2), Phoenix Staff (2), The Rakshasa, Fly,
Discard Pile:Blessing of the Savored Sting (2), Augury,
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 Ravine, acquire card 1, banish card 2.
Ramexes: Receive Cure.All: Must make Con/Fort 6 checks or be exhausted from Ghast.

Seoni WotR-EmpTyger |

(During Raheli's turn)
Ghast:
CON 6: 1d6 ⇒ 1
Seoni is Exhausted
The rabbit was gone, and no one had seen to where. "It's like we're chasing a ghoul!" Seoni whined, exhausted.
Hand: Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Sphere of Fire, Bound Elemental, Pyrotechnic Blast, Marionette, Cleric of Nethys,
Displayed: Exhausted,
Deck: 8 Discard: 7 Buried: 3
Notes: Okay to cure.
Ask before using:
Can use without asking: Magnetic Grimoire
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

wkover - Ramexes |

Out of turn: Grabbing new spell - Unearthly Aim (random spell #1).
Hand: Dwarven Earthbreaker +1, Viking Shieldmaster, Crystal Ball, Apprentice, Korvosan House Drake, Cure 2, Unearthly Aim,
Displayed:
Deck: 11 Discard: 3 Buried: 1
"Hero Points: 1 // Ramexes has the following scourges marked:Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
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 |

Drawing Random Spell 2: Disable Mechanism
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.
Fighting back a yawn, Seoni contemplated how to construct a better trap.
Hand: Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Sphere of Fire, Bound Elemental, Pyrotechnic Blast, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Marionette, Cleric of Nethys,
Displayed: Exhausted,
Deck: 8 Discard: 7 Buried: 3
Notes: Okay to cure.
Ask before using:
Can use without asking: Magnetic Grimoire; Disable Mechanism
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 |

6-99B: The Tangled Briar - Rabbit Hunt Begins
“Hail, adventurers!” A voice rings out from above you. You glance up and see a large rabbit perched on one of the thorny branches above you. He’s dressed like a prince. He wears a tattered cloak, a broken sword at his hip, and a crown that gleams in the false moonlight. Although he dons a regal appearance, his eyes are all rabbit, pitch-black and staring right at you.
“A test for these fair wanderers… yes… Are they worthy?” You don’t know who he is talking to. “Catch me, defeat me in combat, wanderers; then shall I aid you in your escape from the Patchwork King!”
He declares his challenge with extreme confidence, then bounds off into the shadows of the woods. Behind him, the thorny vines seem to move and twist to block your path.
You can see smoke rising above the trees in the opposite direction of the rabbit. Perhaps if you just keep fighting through the woods, you can find your own way out without having to deal with the strange rabbit.

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
King of the Briar Patch - Villain Proxy A/B/C
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, Suit: Crown, Suit: Books, or Suit: Stars blessing, add 1d8.
Scenario Level (#): 4
Turn: 9, Alase/MorkXII
Monsters
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
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
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 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.
Barriers
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:
Poison
Trap
Veteran
To Defeat:
Craft
Disable 6+#
If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage.
Then banish this barrier.
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.
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.
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
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.
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.
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 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
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
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.
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 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
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.
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.
Armors
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:
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.
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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.
Items
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.
CotCT
Item 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
Core
Item 3
Traits:
Magic
Object
To Acquire:
Wisdom
Survival 10
Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter.
Discard to examine the top card of your location, then you may shuffle the location, then you may explore.
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.
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 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 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 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
Core
Ally 3
Traits:
Animal
To Acquire:
Wisdom
Survival 12
On a local Dexterity non-combat or Disable check, recharge to add 1d8.
Discard to explore. If you encounter a barrier, you may evade it and explore.
CotCT
Ally 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy
Knowledge 9
On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8.
Discard to explore. This exploration, on your checks against Human cards, add 1d6.
Blessings
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: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
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: 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.
Hour Power: At the start of your check, the difficulty is increased by the number of allies in your hand.
Current Hour:
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.
Hours Remaining: 15
Hourglass
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 ?: 3
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.
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.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
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.
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.
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
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
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 A definition.
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 ?: 3
Located/Displayed Here: None
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.
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 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.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
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.
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.
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
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
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.
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: 1 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie,
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.
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
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy C definition.
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.
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
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.

Rhynn - Raheli |

Going to pull spells from previous update for consistency sake and so we don't get duplicates...looks like I find Divine Fortune.
Hand: Good Omen, Divine Fortune, Anathemic Volume (2), Apprentice, Bound Elemental, The Theater,
Displayed: Flying Squirrel,
Deck: 12 Discard: 2 Buried: 2
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.
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: Good Omen - add 1+# to checks to acquire or close a location
Use blessing as neededDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Staff of Minor Healing (3), Byzantine Lexicon (2), Dreamcatcher (2), Binder's Tome (1), Cleric of Nethys , Fortune-teller, Twisted Space, Wand of Detect Magic (1), Gem of Mental Acuity (2), Phoenix Staff (2), The Rakshasa, Fly,
Discard Pile:Blessing of the Savored Sting (2), Augury,
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.

MorkXII - Alase |

And Alase pulls Giant Form.
Hour: At the start of your check, the difficulty is increased by the number of allies in your hand.(0)
Draw Tonbarse to examine Ravine 1: The Keep
Display Tonbrase at the Ravine.
Display Giant Form.
Explore Ravine 1: The Keep
Strength 4+#=8: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 Acquired.
Draw Tonbarse to examine Ravine 2: Magic Spiked Full Plate
Recover Giant Form Arcane 15: 1d10 + 5 ⇒ (8) + 5 = 13 Discarded.
Draw up to 6.
Next turn, display Tonbarse at the Ravine again.
Skills and Powers:Hand: Blackcloth Armor, Blessing of Achaekek, Blessing of Maat, Blessing of Nethys, The KeepSkills 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: 7 Discard: 7 Buried: 3
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Ravine
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.Blessing of Achaekek:Blessing of Achaekek
Blessing 1Traits
Divine
AchaekekPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Blessing of 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 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 Keep:The Keep
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Fortitude
4+#Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.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.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 Bear. When this is the hour: On your Strength check, add 2.
A blizzard of magical parchments gives the Pathfinders a temporary advantage over the denizens of the briar patch.
Give Unearthly Aim to Alase. Cast Cure on Alase. Stay at Ravine and explore revealed armor, auto-fail to acquire. Discard House Drake to explore: Villain Proxy C - King of the Briar Patch. Receive Blackcloth Armor from Alase on encounter.
Two ears peek up over the briar. Ramexes tracks the furry prey, intending to knock the crown from the head of that long-footed mammal.
No spot checks, as those are only for Proxy A's.
King of the Briar Patch
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
BYA Combat damage?: 1d4 - 1 ⇒ (1) - 1 = 0
Asking Alase for 1-die blessing and Unearthly Aim.
Combat 22 (10+8+4) w/ weapon, blessing, hour, spell: 1d8 + 2d6 + 7 + 1d8 + 2 + 1d10 ⇒ (1) + (3, 4) + 7 + (3) + 2 + (4) = 24
Rerolling d10, per king ability: 1d10 ⇒ 6 - success
Asking Alase for Achaekek.
Combat 24 (12+8+4) w/ weapon, blessing, hour: 1d8 + 2d6 + 7 + 2d8 + 2 ⇒ (6) + (6, 5) + 7 + (8, 3) + 2 = 37 - king defeated (King reroll doesn't matter)
Ravine is closed. Heal buried Drunken Hero blessing from closing. Examine top 2 cards of Thicket: Sneak (monster), Banner of the Ancient Kings.
AYA Combat damage?: 1d4 - 1 ⇒ (2) - 1 = 1 - blocked with Viking Shieldmaster
Ramexes wounds the Briar King grievously, which hops away - leaving a thick trail of blood behind.
Div 8 Cure recovery w/ recharged Apprentice: 1d10 + 1 + 1d6 ⇒ (4) + 1 + (1) = 6 - fail, discarded
Hand: Dwarven Earthbreaker +1, Viking Shieldmaster, Crystal Ball, Cure, Blackcloth Armor,
Displayed:
Deck: 12 Discard: 5 Buried: 0
"Hero Points: 1 // Ramexes has the following scourges marked:Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
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
Ravine closed. Top 2 cards of Thicket (monster, item) are known. Two blessings and Unearthly Aim used from Alase. Alase Cured. On closure, will follow Raheli so she can hand off the Divine Fortune spell. Villain proxy is displayed.

wkover - Ramexes |

Ramexes searches the Tangled Briar and removes card 2: Foes On All Sides barrier. Briar is now shuffled.

Seoni WotR-EmpTyger |

(During Ramexes's turn)
Moving to Tangled Briar
Hourglass 2: Wanderer o'clock: When a local character fails to acquire a boon, you may bury a card to encounter it.
Exhausted: Ending turn. Seoni is no longer Exhausted.
It was naptime.
Hand: Magnetic Grimoire (reveal for +1d4 to local Acid/Cold/Electricity/Fire/Poison), Sphere of Fire, Bound Elemental, Pyrotechnic Blast, Disable Mechanism (banish to recovery for +2d8 to Disable/vs Construct/Lock/Trap), Marionette, Cleric of Nethys,
Displayed:
Deck: 8 Discard: 7 Buried: 3
Notes: Okay to cure.
Ask before using:
Can use without asking: Magnetic Grimoire; Disable Mechanism
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:
Seoni is at Tangled Briar

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
King of the Briar Patch - Villain Proxy A/B/C
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, Suit: Crown, Suit: Books, or Suit: Stars blessing, add 1d8.
Villains Proxy Displayed: 1
Scenario Level (#): 4
Turn: 12, Raheli/rhynndavrie
Monsters
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
Monster 4
Traits:
Dragon
To Defeat:
Combat 18
OR Survival 12
Damage suffered from this monster may not be reduced.
Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned.
CotCT
Monster 2
Traits:
Animal
To Defeat:
Combat 12
Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted.
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.
CotCT
Monster 2
Traits:
Elemental
To Defeat:
Combat 13
Resistant to Melee.
Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8.
Barriers
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.
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 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.
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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
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 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
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.
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 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 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.
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.
CotCT
Spell 2
Traits:
Arcane
Attack
Magic
Undead
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to use Arcane + 2d6, then you may heal a card.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead.
CotCT
Spell 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Armors
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:
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:
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 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 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.
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 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 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
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.
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.
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 2
Traits:
Hireling
Lycanthrope
To Acquire:
Wisdom
Survival 8
OR Charisma
Diplomacy 10
On a local Dexterity check or a local check before acting, recharge to add 1d6.
Discard to explore. This exploration, you cannot suffer scourges.
CotCT
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
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.
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.
Blessings
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.
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: 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.
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: 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.
Hour Power: When you fail a check, suffer the scourge Drained.
Current Hour:
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.
Hours Remaining: 12
Hourglass
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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 3
Located/Displayed Here: None
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
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
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.
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
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
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
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 A definition.
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.
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 ?: 3
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie, None
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.
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 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.
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.
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.
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.
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
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
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.

MorkXII - Alase |

Heal: 1d4 + 1 ⇒ (1) + 1 = 2: Blessing of the Vaultmaster and Bound Lantern Archon.
Shuffle Blessing of Nethys and Blessing of Achaekek into my deck.
Draw Tonbrase, move to Thicket, display Tonbarse at the Thicket.
Updated hand:
Skills and Powers:Hand: Blackcloth Armor, Blessing of Maat, The KeepSkills 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: 5 Buried: 3
Hero Points: 3 Shirt Reroll Available (6-99B): Yes
Notes: Tonbarse at: Thicket
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.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.The Keep:The Keep
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Fortitude
4+#Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.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.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.

Rhynn - Raheli |

Turn 12, The Idiot
Hour Power: When you fail a check, suffer the scourge Drained.
Start of turn, pass Divine Fortune to Ramexes and have him activate it because this hour power stinks.
Entangled: Acrobatics 8: 1d10 + 3 + 1d6 ⇒ (8) + 3 + (6) = 17
Raheli feels the world turn darker and more depressing, but she soldiers on, doing her best to overcome the draining environment.
Sneak-BYA: Wisdom 11: 1d6 + 1d6 ⇒ (5) + (1) = 6 Recharge Anathemic Volume, to play only Blessing in discard, Savored Sting, reroll, adding 2 dice.
Sneak-BYA: Wisdom 11: 3d6 + 1d6 ⇒ (1, 5, 2) + (4) = 12 Success! No discard...
Recharge Bound Elemental for combat, Bless with The Theater.
Sneak-CtD: Combat 17: 2d10 + 3 + 2d8 + 1d6 ⇒ (3, 9) + 3 + (4, 3) + (1) = 23 Defeated!
Only at the last minute does she spot the sneak, trying to make off with HER items!! Her hair lashes out, grabbing him and beats him against the walls of the Thicket around her until he stops moving. MINE!
Discard Apprentice to explore, spending Good Omen to assist in acquisition.
Banner of the Ancient Kings-CtA: Charisma 10: 1d6 + 1d6 + 5 ⇒ (6) + (2) + 5 = 13 Success!
Raheli loots the body and finds a very nice Banner that the sneak acquired from someone else...their lost is her find! She takes it up and pauses to pull a few more items from her pack.
Raheli, Night-Haired Witch ends her turn.
Raheli, Night-Haired Witch attempts to recover all cards in her Recovery pile.
Good Omen: Arcane 8: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13 -> Good Omen recharged.
Raheli, Night-Haired Witch resets her hand.
Hand: Banner of the Ancient Kings (2), Staff of Minor Healing (3), Dreamcatcher (2), Binder's Tome (1), Cleric of Nethys , Fortune-teller,
Displayed: Flying Squirrel,
Deck: 10 Discard: 3 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.
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: Binder's Tome - reveal to add 1d4 and mental to local Combat/Charisma checkDeck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Twisted Space, Wand of Detect Magic (1), Gem of Mental Acuity (2), Phoenix Staff (2), The Rakshasa, Fly, Anathemic Volume (2), Bound Elemental, Good Omen, Byzantine Lexicon (2),
Discard Pile:Augury, The Theater, Apprentice,
Buried Pile:Blessing of the Savored Sting, Instrument of Agony, Blessing of the Savored Sting (2),
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 Thicket, Banish Card 1, Acquire Card 2.
Ramexes: Passed over Divine Fortune...but needed it right away, so it's active until the start of your turn.
Rhynn - Raheli |

Rabbit Spotted?: Acrobatics 8: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (6) = 14 Gotcha ya, I'm good with keeping Divine Fortune up all the time...

MorkXII - Alase |

Hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned.
Divine Fortune is in play for +d6 on all checks.
SoT Survival 4+#=8: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7 Entangled.
Draw Tonbarse to examine Thicket 3: Henchman Proxy A3
Display Tonbarse.
Explore: Henchman Proxy A3 / King of the Briar Patch
Everyone needs to do the Acrobatics, Fortitude, Perception, or Survival 4+# check, but Divine Fortune gives everyone at the Thicket +d6!
Survival 4+#=8: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13 One success!
BA damage: 1d4 - 1 ⇒ (2) - 1 = 1 Recharge BoMaat to block.
+d6 from Divine Fortune, +d4 from Binders Tomb
Combat 10+##=18: 1d10 + 5 + 4 + 1d6 + 1d4 ⇒ (8) + 5 + 4 + (4) + (3) = 24
+d6 from Divine Fortune, +d4 from Binders Tomb
Combat 12+##=20: 1d10 + 5 + 4 + 1d6 + 1d4 ⇒ (1) + 5 + 4 + (6) + (3) = 19 Shirt reroll the
Combat 12+##=20: 1d10 + 5 + 4 + 6 + 3 ⇒ (3) + 5 + 4 + 6 + 3 = 21 Defeated!
AA damage: 1d4 - 1 ⇒ (1) - 1 = 0
Close is a new barrier: Symbol of Agony
Arcane 9: 1d10 + 5 + 1d6 ⇒ (7) + 5 + (4) = 16 Closed! But not closed. Everything banished from the Thicket except the villain.
Draw up to 6.
Skills and Powers:Hand: Staff of Minor Healing, Bound Lantern Archon, Ruan Mirukova, Blessing of Achaekek, Blessing of Nethys, The KeepSkills 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: Entangled, Tonbarse
Deck: 7 Discard: 6 Buried: 4
Hero Points: 3 Shirt Reroll Available (6-99B): No
Notes: Tonbarse at: Thicket
Staff of Minor Healing:Staff of Minor Healing
Item 1Traits
Staff
Magic
Divine
HealingPowers
Recharge to heal a local character a card.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.Ruan Mirukova:Ruan Mirukova
Ally 3Traits
Loot
Human
BardChecks
Charisma
Diplomacy
12Powers
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.Blessing of Achaekek:Blessing of Achaekek
Blessing 1Traits
Divine
AchaekekPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Blessing of 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 Keep:The Keep
Blessing 1Traits
Suit: Hammers
Harrow
VeteranChecks
Strength
Fortitude
4+#Powers
WHEN THIS IS THE HOUR
When you would discard or bury an armor you play, you may recharge it instead.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.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
King of the Briar Patch - Villain Proxy A/B/C
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, Suit: Crown, Suit: Books, or Suit: Stars blessing, add 1d8.
Villains Proxy Displayed: 1
Scenario Level (#): 4
Turn: 14, Ramexes/wkover
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.
CotCT
Monster 4
Traits:
Animal
Swarm
To Defeat:
Combat 10
THEN Combat 11
THEN Combat 12
Vulnerable to Attack.
If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location.
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 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
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.
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.
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:
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.
Core
Barrier 3
Traits:
Construct
Electricity
Elemental
Obstacle
To Defeat:
Dexterity
Constitution
Acrobatics
Fortitude 10
After acting, suffer 1d4+1 Electricity damage.
If undefeated, reload this barrier into its location.
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.
Weapons
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.
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
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:
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 2
Traits:
Finesse
Magic
Melee
Piercing
Swashbuckling
Sword
To Acquire:
Strength
Acrobatics
Melee 11
For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4.
Spells
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display next to a local character.
While displayed:
* This character's Strength and Constitution dice are each d12.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
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.
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 4
Traits:
Acid
Arcane
Attack
Magic
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead.
Armors
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
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 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.
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:
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.
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.
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:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
CotCT
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 9
Display. While displayed:
* On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
Core
Item 2
Traits:
Arcane
Attack
Divine
Fire
Magic
Veteran
Wand
To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 11
For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead.
Allies
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.
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.
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 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
Blessings
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: 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
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: 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.
Hour Power: On your check, you may banish a boon to reroll a die.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, you may banish a boon to reroll a die.
To Acquire:
Charisma
Divine 4+#
On any check, discard to bless.
Discard to ignore a bane's before acting or after acting powers.
Discard to explore. This exploration, you may ignore banes' before acting or after acting powers.
Hours Remaining: 10
Hourglass
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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 3
Located/Displayed Here: Seoni/EmpTyger, None
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
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
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.
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
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
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
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 A definition.
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.
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Raheli/rhynndavrie, None
Core
Villain 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition.

wkover - Ramexes |

The Empty Throne
When this is the hour: On your check, you may banish a boon to reroll a die.
Hunched under the tall weeds, the party is surrounded by threatening movement.
Will order SOT effects such that DF applies to SOT location check.
Dex 8 w/ Divine Fortune: 2d6 ⇒ (4, 4) = 8 - Ramexes isn't Entangled
Then move DF into recovery. Explore and encounter villain.
BYA combat damage?: 1d4 - 1 ⇒ (4) - 1 = 3 - bury armor
Asking for Alase's Nethys or Keep blessing.
Combat 18 (10+8) w/ weapon, blessing, binder's tome: 1d8 + 2d6 + 7 + 1d8 + 1d4 ⇒ (8) + (2, 1) + 7 + (5) + (2) = 25 - have to reroll the 8, per monster ability
Ramexes dodges a deadly paw swipe, while Alase and Raheli provide a distraction.
d8 reroll: 1d8 ⇒ 3 - final total = 20, success
Asking for Alase's Achaekek.
Combat 20 (12+8) w/ weapon, blessing, binder's tome: 1d8 + 2d6 + 7 + 2d8 + 1d4 ⇒ (8) + (2, 2) + 7 + (6, 2) + (3) = 30 - success even if reroll the 8, villain defeated
With a thunderclap, Ramexes's hammer lands on the King's skull - dropping it to the ground, most still.
Thicket is closed. Not examining top 2 cards of Briar, since don't want to hit a barrier.
AYA combat damage?: 1d4 - 1 ⇒ (4) - 1 = 3 - shieldmaster reduces by 1, discard Shieldmaster, Crystal Ball
Everyone moves to Briar. Cast Cure on Seoni. How many cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3 Seoni heals 3 cards.
Div 8 Cure recovery: 1d10 + 1 ⇒ (8) + 1 = 9 - recharges
Divine Fortune auto-fails to recharge.
Hand: Dwarven Earthbreaker +1, Embiggen, Grappler's Mask, Magic Leather Armor, Blessing of Shizuru,
Displayed:
Deck: 9 Discard: 8 Buried: 1
"Hero Points: 1 // Ramexes has the following scourges marked:Exhausted:"While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
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
Thicket is closed. Everyone moves to the Briar. Seoni heals 3 cards. Alases uses/shuffles in 2 blessings.

Seoni WotR-EmpTyger |

(During Alase's turn)
Perception 4+4=8: 1d6 + 3 ⇒ (6) + 3 = 9
Rabbit spotted!
(During Ramexes's turn)
Cure: Safe Harbor, The Vision, Blessing of the Spellbound are healed
When the others rejoined her in, Seoni was awake and fully refreshed. "And looks like I'm not the only one who's bright-eyed and bushy-tailed."
(Seoni's turn)
Hourglass 1: Uprising o'clock: Your non-combat check against a bane is blessed.
Exploring Tangled Briar 1: The Sickness
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.
Alase banishes Bound Lantern Archon to recovery. Ramexes displays Embiggen.
CON 4+4=8: 1d10 + 1d8 ⇒ (1) + (5) = 6
Shuffling The Sickness back into Tangled Briar
"Really, I'm feeling fine now," Seoni reassured everyone.
Shuffled Tangled Briar: 1d9 ⇒ 8
Shuffled Tangled Briar: 1d9 ⇒ 5
Discarding Cleric of Nethys to examine Tangled Briar 8: Henchman A5: King of the Briar Patch, Tangled Briar 5: Villain V1: King of the Briar Patch. Exploring Tangled Briar 5: Villain V1: 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
Combat damage: 1d4 - 1 ⇒ (3) - 1 = 2
Discarding Marionette, Bound Elemental for 2 Combat damage
Banishing Pyrotechnic Blast to recovery, revealing Magnetic Grimoire, mastery, using Embiggen
Combat 10+8=18: 1d20 + 5 + 2d8 + 1d8 + 4 ⇒ (14) + 5 + (4, 5) + (3) + 4 = 35
Displaying and banishing Sphere of Fire to recovery, revealing Magnetic Grimoire, mastery, using Embiggen
Combat 12+8=20: 1d20 + 5 + 2d10 + 1d8 + 4 ⇒ (6) + 5 + (4, 2) + (7) + 4 = 28
Combat damage: 1d4 - 1 ⇒ (2) - 1 = 1
Discarding Disable Mechanism for 1 Combat damage.
Villain V1 is banished
An enormous explosion flushed the rabbit out of hiding. Increasingly desperate, it tried running this way, then that. "But you can't outrun a maximized fireball."
Rabbit captured. We win!

BR - Scenario Update |

6-99B: The Tangled Briar
Development (If the Villain King of the Briar Patch Was Cornered):
The rabbit doesn’t concede gracefully, but eventually you are able to tease details from him. Both he and Zassrion seek to escape this world. However, while Zassrion wants to kill you and power himself with your essence, the King of the Briar Patch just wants the other half of his sword.
He swears that once he has it, he will show you a secret path out of this realm. For now, he shows you a path out of the woods and points you to the place where Zassrion, and the rabbit’s sword, await.
Reward:
Adventure Card Society characters may choose a bonus deck upgrade.
Loot: the blessing The Tangled Briar
Blessing
Traits: Harrow Suit: Shields Veteran
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire: Constitution Survival 4+#
On any check, discard to bless. Discard to remove a scourge from a character or a location. Discard to explore.
King of the Briar Patch Cornered reward:
When forced to reroll a die by The Rabbit Prince, you may choose any die you rolled instead of the highest.
Additionally, Loot: the blessing The Rabbit Prince.
Blessing
Traits: Harrow Suit: Keys Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire: Dexterity Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value. Discard to explore.
Acquired cards will be posted to the discussion.

BR - Scenario Update |

6-99C: The Waxworks
You see the smoke before anything else, rising up in twin streams from the canopy and collecting in the dome of the sky. Then you see the ruined manor, sprawling and crumbling all at once, as if the building had taken a big sigh and began to settle wherever it landed.
Just as smoke spews from the chimneys, people spew out the doors. It’s more of the copies, the same people over and over again. They come out in bursts and scatter into the woods, probably looking for you. You’ll have to sneak past them to make your way inside.

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: Until the location Ruin is closed, you may not move.
When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
Additional Rules: Villain
Zassrion the Tyrant
Henchmen (Closing)
Marzalee the Weaver
Wax Constructs - Proxy A
Henchmen (Non-Closing)
Wax Construct - Proxy B
For the rest of the adventure, on checks to acquire a Suit: Keys, Suit: Crown, Suit: Books, or Suit: Stars blessing, add 1d8.
Scenario Level (#): 4
Turn: 0, Seoni/EmpTyger
Monsters
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.
CotCT
Monster 4
Traits:
Animal
To Defeat:
Combat 19
If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location.
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.
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.
Core
Monster 1
Traits:
Ghoul
Undead
Veteran
To Defeat:
Combat 11+##
Immune to Mental and Poison.
If undefeated, either banish an ally or suffer the scourge Dazed.
Barriers
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.
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.
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Combat 16
OR Acrobatics
Disable
Stealth 9
Before acting, each other local character summons and encounters this barrier.
If undefeated, suffer 1d6 Combat damage.
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.
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:
2-Handed
Magic
Melee
Slashing
Sword
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8.
If proficient, you may additionally discard to add your Strength die.
After playing this weapon, you may not play an Offhand boon this encounter.
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
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.
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.
Spells
CotCT
Spell 4
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 12
Banish to let a local character draw 2 cards. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 14 check to recharge it instead.
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 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
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 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 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.
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 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.
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 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
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.
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
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 3
Traits:
Instrument
Magic
To Acquire:
Constitution
Charisma 10
When a local character encounters a monster, display at your location.
While displayed:
* When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it.
* At the start of your turn, discard this card; if proficient, recharge it instead.
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.
Allies
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 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 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 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: 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
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: After your first exploration of your turn, you may discard a card to explore.
To Acquire:
Constitution
Diplomacy 4+#
On your check, freely discard to use your Constitution die instead of the normal die.
Reload this card and discard another boon to explore.
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.
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 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.
Current Hour:
Traits:
To Acquire:
Hours Remaining: 24
[b]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 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 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 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 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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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 Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
The 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 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 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 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 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 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 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 Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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 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 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 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 Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie, None
Location #3: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #4: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #5: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Rhynn - Raheli |

Raheli will start at Ruins...cause she has to.
Hand: Hypercognition, Fly, Falcon Crown, Ausio Carowyn, Honaire, Urgathoa's Gluttony,
Displayed: Silver War Paint,
Deck: 13 Discard: 2 Buried: 0
Hero Points: 2
Box Reroll Used: N
NOTES:
Available Support: Hypercognition - 1 die to Int/Wis/Cha
Ausio Carowyn - 2d12 to check to acquire
Fly - examine top card at 2 locations, may move.
Movement: Estra will move with the group on location close.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Death Grip (2), Staff of Dark Flame, Pharasma's Knowing, Death Grip, Idorii, The Marriage, Volcanic Storm, Zellara's Harrow Deck, Magistrate, Holy Light, Divine Insight
Recharged: Ghost Whip, Cure,
Discard Pile:Wand of Restorative Touch, Unearthly Aim,
Buried Pile:
Skills and Powers:SKILLS
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +2
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma +3Favored Card: Honaire
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Divine, Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location. (□ If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury (■ or discard) a card to encounter the card; during this encounter, add 1d6 (□ +1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat(□ or Charisma) check, you may draw a card (□ or shuffle a random card from your discard pile into your deck).
■ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.
■ At the start of your turn, you may exchange an ally (□ or a blessing) in your hand with an ally in your discard pile.
■ Gain the skill Diplomacy: Charisma +3
□ Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.

Seoni WotR-EmpTyger |

From previous play on Tabletop Simulator: Card Feat: 3 items
Upgraded Blessing B of the Spellbound into Blessing 3 of Qi Zhong.
Upgraded new Item into Item 2 Byzantine Lexicon
Upgrading Spell 1 Locate Object into Spell 3 Dimension Leap
Discarding Random Blessing 1: The Midwife
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.
(At the start of Raheli's turn)
Recharging Surgeon to heal The Midwife
Seoni responded to the rabbit's offer with a counter-proposal. "We will agree to fetch you your sword. But first I want to know how you leapt through my magical barriers." The Briar King considered for a moment, then nodded, sharing the sorcerous technique with her.
Seoni intended to go keep her end of the deal as soon as she healed up. From the ruins she could see the waxworks. "The tyrant is birthing an army," she observed grimly.
Hand: Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine),
Displayed:Surgeon, 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), Bound Elemental, Toad, Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Blessing of Lamashtu (discard to bless/bury to doublebless to defeat monster),
Deck: 1513Discard: 01Buried: 0
Notes: Okay to cure.
Ask before using: Blessing of the Spellbound; Blessing of Lamashtu
Can use without asking: Safe Harbor; 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

MorkXII - Alase |

Skills and Powers:Hand: Eloquence, Object Reading, Twisted Space, Ruby of Charisma, 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 [X5] 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 14 Discard: 0 Buried: 0
Hero Points: 3 Shirt Reroll Available (6-99C): Yes
Notes: Tonbarse at: Thicket
Eloquence: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.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.
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.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.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.
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 |

At Ruins with everyone else.
Hand: Dwarven Earthbreaker +1, Legionnaire Chaplain, Viking Shieldmaster, Find Traps, Crystal Ball, Blessing of the Drunken Hero,
Displayed:
Deck: 13 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

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: Until the location Ruin is closed, you may not move.
When a story bane Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct - Proxy B into a random open location.
Additional Rules: Villain
Zassrion the Tyrant
Henchmen (Closing)
Marzalee the Weaver
Wax Constructs - Proxy A
Henchmen (Non-Closing)
Wax Construct - Proxy B
For the rest of the adventure, on checks to acquire a Suit: Keys, Suit: Crown, Suit: Books, or Suit: Stars blessing, add 1d8.
Scenario Level (#): 4
Turn: 1, Raheli/rhynndavrie
Monsters
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
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 0
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9+##
Before acting, succeed at a Wisdom or Perception 7+# check or discard a card.
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.
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.
Barriers
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 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.
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.
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.
Core
Barrier 2
Traits:
Task
Trigger
Undead
Veteran
To Defeat:
Charisma
Diplomacy 8+#
OR Divine 6+#
When examined, suffer the scourge Frightened.
Cannot be evaded.
If undefeated, suffer the scourge Drained.
Weapons
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.
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 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 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
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 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 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.
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.
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 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.
Armors
CotCT
Armor 2
Traits:
Gray Maiden
Heavy Armor
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.
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 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:
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.
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.
Items
CotCT
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Constitution
Divine
Fortitude 7
OR Craft 5
Banish or shuffle into another character's deck to remove a scourge from any character.
DURING RECOVERY
If proficient, you may succeed at a Craft or Divine 7 check to recharge this card.
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:
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 2
Traits:
Gambling
Harrow
Loot
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Reload to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Discard this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow.
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.
Allies
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.
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
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 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.
Core
Ally 2
Traits:
Animal
Mount
To Acquire:
Wisdom
Charisma
Survival 14
Recharge to move. You may not use this power during an encounter.
On a local combat check, recharge to add 1d6.
Discard to explore. This exploration, on your first combat check, add 1d6.
Blessings
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.
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: 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: 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: 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.
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Current Hour:
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.
Hours Remaining: 23
Hourglass
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 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 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 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 Desert
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
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 Cyclone
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: The difficulty of your non-combat check against a bane is increased by 3.
To Acquire:
Strength
Survival 4+#
On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2.
Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again.
The 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 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 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 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 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 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 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 Tyrant
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded.
To Acquire:
Charisma
Fortitude 4+#
On any check, reload to bless; that character discards the top 1d4-2 cards of their deck.
Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely.
The Foreign Trader
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless.
To Acquire:
Intelligence
Knowledge 4+#
On a local non-combat check, discard to bless and add your Intelligence die.
Discard to explore.
The Winged Serpent
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Ranged check is blessed.
To Acquire:
Wisdom
Melee 4+#
On a local check, discard to bless.
On a distant check, recharge to bless.
Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore.
The 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 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 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 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 Rakshasa
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
Location #1: Laboratory
Urban
At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 5+# check.
When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
TotH
Story Bane 1
Type: Monster
Traits:
Dragon
Storykin
Veteran
To Defeat:
Combat 11+##
THEN Combat 13+##
Immune to Electricity.
Before acting, each local character must succeed at a Dexterity or Acrobatics 5+# check or suffer # Electricity damage and the scourges Dazed and Exhausted. Then each local character recharges a random Harrow blessing.
CotCT
Item 3
Traits:
Accessory
Magic
To Acquire:
Charisma
Diplomacy 9
On your Diplomacy check, reveal to add 1d4.
Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
CotCT
Spell 4
Traits:
Arcane
Attack
Divine
Magic
Undead
To Acquire:
Intelligence
Arcane 11
OR Wisdom
Divine 13
For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 or Divine 15 check to recharge it instead.
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
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.
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.
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.
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.
Location #2: Ruin
Urban
At This Location: When a monster is undefeated, shuffle a new monster into the location.
When Closing: Summon and defeat the danger.
When Permanently Closed: Shuffle a new monster into another location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alase/MorkXII, Ramexes/wkover, Seoni/EmpTyger, Raheli/rhynndavrie, None
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.
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
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
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
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.
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 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:
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.
Location #3: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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
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
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
Ally 0
Traits:
Arcanist
Human
Harrow
To Acquire:
Charisma
Diplomacy 6
On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6.
Discard to explore.
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.
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.
Location #4: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
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.
Core
Monster 2
Traits:
Poison
Vermin
To Defeat:
Combat 13
Immune to Mental. All damage is Poison damage.
After acting, suffer 1 Poison damage.
If undefeated, suffer the scourge Poisoned.
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
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
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:
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.
Location #5: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Core
Monster 3
Traits:
Construct
Golem
To Defeat:
Combat 18
Immune to Attack, Cold, Mental, and Poison.
Vulnerable to Fire.
If the check to defeat has the Fire trait, ignore this monster's immunities.
Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded.
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.
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
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.
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
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.
TotH
Story Bane 1
Type: Monster
Traits:
Outsider
Storykin
Veteran
To Defeat:
Intelligence
Craft
Fortitude
Knowledge 3+#
THEN Combat 13+##
Before acting, a random local character summons and encounters the story bane Wax Construct.
After acting, suffer the scourge Poisoned.
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.
Location #6: The Waxworks
Urban
Urban
Urban
Urban
At This Location: When you fail a check to acquire an ally, suffer damage as if it were a monster.
At the end of your turn, each local character suffers 1d4-2 Fire damage.
When Closing: Summon and defeat the story bane Wax Construct
When Permanently Closed: Each local character may heal an ally.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 7
OR Banish A Weapon 0
On a local check to acquire, bury to add 2d12.
Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again.
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
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
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
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.
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
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.
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.

Rhynn - Raheli |

Turn 1, The Tangled Briar
Hour Power: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Free explore - Ghast
All - BYA succeed at Con/Fort 6 or be exhausted.
Ghast-BYA: Con 6: 1d6 ⇒ 5 Exhausted.
Recharge Good Omen for combat, recharging 3 items (Adv 3 is highest) during combat for extra dice.
Ghast-CtD: Combat 21: 1d10 + 4 + 2d8 + 2d4 + 3 ⇒ (3) + 4 + (3, 4) + (2, 2) + 3 = 21 Just enough, defeated.
Raheli enters the ruins cautiously, and is well rewarded as a Ghast attempts an ambush of the party. It's a long drawn out fight, Raheli and Rocky attempting to draw the ghast away from the party, dodging their strikes to avoid the taint that is there while attempting to land blows of her own. Eventually she is able to overcome the Ghast, but is winded before it's done.
Hand: Fly, Byzantine Lexicon (2), Anathemic Volume (2), Apprentice, The Theater, Blessing of the Savored Sting (2), Blessing of the Savored Sting,
Displayed: Flying Squirrel,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 3
Box Reroll Used N // Raheli, Night-Haired Witch has the following scourges marked:Exhausted:While Marked:
On each check or step, you may play no more than 1 boon.At the start of your move step, you may end your turn to remove this scourge.
NOTES:
Available Support: Lexicon - add a die to local Wis non-combat
Fly - examine top of two locations, and move.
Use blessings as needed.Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cleric of Nethys , Vampire Bat, Wand of Detect Magic (1), Twisted Space, Cure, Phoenix Staff (2), Summon Hellhounds, Gem of Mental Acuity (2), Binder's Tome (1)
Recharged: Good Omen, Staff of Minor Healing (3), Dreamcatcher (2),
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.
Update: Defeated card 1 at Ruin.
---------
Start of Alase's turn, draw Sable Company Leathers.

Seoni WotR-EmpTyger |

(During Raheli’s turn)
Ghast:
CON 6: 1d6 ⇒ 6
Not Exhausted
(During Alase’s turn)
Drawing Random Armor 3: Lion’s Helm
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.
Discarding Lion’s Helm to remove all local Exhaustion
Seoni was examining a slain lion- a knight of the Briar King, maybe- when she noticed that some of the others were tiring. She activated the lion’s magical helm, and a loud roar rolled across the ruin. “Wake up!”
Hand: Blessing of the Spellbound 2 (discard to bless, recharge if Arcane/Divine), 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), Bound Elemental, Toad, Helm of Telepathy (recharge to examine top of another character's deck; may shuffle), Blessing of Lamashtu (discard to bless/bury to doublebless to defeat monster),
Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Okay to cure.
Ask before using: Blessing of the Spellbound; Blessing of Lamashtu
Can use without asking: Safe Harbor; 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

MorkXII - Alase |

Ghast:
shuffle Blessing of Zon-Kuthon into my deck to double bless.
Con 6: 1d6 + 2d6 ⇒ (2) + (2, 4) = 8 Success.
Hour: Your check to acquire is blessed.
Draw Tonbarse to examine Ruin: The Fiend
Display Tonbrase.
Explore: The Fiend
Recharge Ruby of Charisma.
Strength 4+#=8: 1d10 + 1d10 ⇒ (8) + (10) = 18 Acquired.
Cast Object Reading to examine top 3 and reorder: Belt of Physical Might, Unearthly Aim, Venomous Dagger. Spell on top, then belt then dagger.
Discard The Fiend to explore: Unearthly Aim
Arcane 9: 1d10 + 5 + 1d10 ⇒ (9) + 5 + (8) = 22 Acquired.
Display Gray Maiden Plate.
Recover Object Reading Arcane 11: 1d10 + 5 ⇒ (9) + 5 = 14 Recharged.
Draw up to 6.
Skills and Powers:Hand: Charm Monster, Eloquence, Twisted Space, Unearthly Aim, Gray Maiden Plate, 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 [X5] 8
Armor 1 ☐ 2
Item 2 ☐ 3 ☐ 4
Ally 2 ☐ 3
Blessing 5 [X1] 6 [X3] 7
Cohort: Tonbarse
Displayed: Tonbarse
Deck: 16 Discard: 1 Buried: 0
Hero Points: 3 Shirt Reroll Available (6-99C): Yes
Notes: Tonbarse at: Ruin
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.Eloquence: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.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.Gray Maiden Plate:Gray Maiden Plate
Armor 2Traits
Gray Maiden
Heavy ArmorChecks
Constitution
Fortitude
11Powers
Display. While displayed:
* If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1.
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead.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.
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.
Acquired Ruin 2 and 4, examined Ruin 3 and 5.

wkover - Ramexes |

Out of turn: Draw an armor (Helm of the Valkyrie), and have my Exhausted scourge removed w/ Lion's Helm.
My hour: The Juggler. When this is the hour: On your check, you may discard a card to reroll a die showing 1.
Give Drunken Hero blessing to Alase.
Explore the Ruin, encounter the Belt.
Ask Alase for the Hero blessing.
Str 13 w/ Hero blessing: 1d8 + 3 + 2d8 ⇒ (7) + 3 + (7, 8) = 25 - belt acquired
Discard Crystal Ball to rearrange next 3 cards, then explore. Cards: Venomous Dagger, Proxy A, Mad Prophet.
Strategy pause.

MorkXII - Alase |

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

wkover - Ramexes |

Continuing turn.
Will reorder as Proxy A, dagger, Mad Prophet barrier - then encounter Proxy A. Will add Fire trait, so vuln/resist cancel out.
Combat 19 (11+8) w/ weapon, recharged Find Traps (for power), belt: 1d8 + 2d6 + 7 + 1d8 + 1d4 ⇒ (7) + (4, 3) + 7 + (6) + (4) = 31 - defeated
Discard Helm from AYA. Examine top 2 cards of Location #3: Symbol of Fear (barrier), Thundercaller (Ally 4).
Now need to fight danger (another construct) to close. Asking for party blessing.
Combat 19 (11+8) w/ weapon, bludgeoning resistance, blessing, belt: 1d8 + 2d6 + 7 - 4 + 1d8 + 1d4 ⇒ (7) + (6, 3) + 7 - 4 + (1) + (3) = 23 - defeated
Discard Shieldmaster for AYA. Examine top 2 cards of Lab from combat: villain (!), persona mask (item 3).
Recharge Chaplain to heal a random card: Crystal Ball.
Which location gets a new monster from Ruin close?: 1d5 ⇒ 4 - location #5 gets a new monster shuffled in
Hand: Dwarven Earthbreaker +1, Disrupting Rapier +1, Embiggen, Legionnaire Chaplain, Blessing of Abadar, Belt of Physical Might,
Displayed:
Deck: 12 Discard: 2 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
Ruin is closed, everyone must move. Party blessing used. Alase received blessing from Ramexes, which was also used. Top 2 cards of Lab and location #3 are known. Ramexes moves to the Lab, so don't have to deal with EOT fire damage. Location #5 has a new monster shuffled in.