
| BR EmpTyger | 
 
	
 
                
                
              
            
            Adventure 6-99: Tyrant of the Harrow
You’ve arrived at the newly renovated Vodavani Lodge in Caliphas, summoned by an invitation from Venture-Captain Evni Zognoss. Dozens of other Pathfinders are already inside and the gathering is upbeat and festive. Unlike other venture-captains that you know, Evni certainly knows how to throw a party. The drinks are flowing, and the bards sing late into the night.
Once everyone is relaxed and joyous from the festivities, Evni hops onto a large table to address the gathering. She thanks everyone for joining her in a celebration both to commemorate the expansion of the lodge and to distract from the horrors of the Gravelands, if only for a single night. She declares that she will seal the expansion with a harrow reading to discern her fate and that of the lodge, which draws excited murmuring from the crowd. Evni pulls out a harrow deck, showing it off to the crowd, who respond with awe. The deck appears ancient, and she’s obviously excited to be working with such a lovely antique. She jumps down from the table, shuffles the cards carefully, and begins to draw. She lays three cards on the left side of the table.
“The Twin. Normally ambiguous, a card of a dual nature, it appears to sit on the side of darkness now, suggesting a dark event from the past.
“The Tangled Briar. Partially aligned. History appears to be growing back to strangle the present.
“The Tyrant. Aligned.” She pauses here. “Self-explanatory.” It’s clear what she’s referring to. After all, the memory of the Whispering Tyrant, the lich who created the Gravelands with his evil magic and armies of undead, is still painfully fresh. It was barely over a year ago that heroes foiled his plans.
She looks up at the gathered Pathfinders, who had grown silent as the reading progressed. In the back, whispers of an ill omen begin to rise.
Evni reaches for the next set of cards, hoping to interpret the next part of the reading, but you don’t see what the next cards are. As she turns cards over, a haze begins to flow from the deck. It’s just a shimmer at first, then it grows to the size of the room. The haze swirls and solidifies until there is a raging vortex between yourself and the table.
A cry of alarm rises up, but it’s too late. You hear steel against scabbards, the casting of spells drowned out by whirling winds, but the portal’s power is overwhelming, and it has begun pulling in all of the gathered Pathfinders. You catch a glimpse of Evni’s face, eyes wide and shocked, before you tumble downward to another world.
DURING THIS ADVENTURE
Before playing this adventure, choose whether you wish to count it for purposes of tier advancement. If you choose not to count it, you do not gain hero points for completing scenarios, but you do earn scenario rewards and deck upgrades as normal.
If your character is dead at the end of a scenario, you may play another character for the next scenario.
Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  
Set aside all non-Harrow blessings from the vault; if you run out of Harrow blessings, shuffle them back into the vault.
Build small locations, then shuffle a blessing into each location, and create the hourglass with 24 blessings.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, report its name, suit, and Normal challenge mode.
When 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 4.

| BR EmpTyger | 
 
	
 
                
                
              
            
            Scenario A: The Theater
You fall through darkness for what seems like hours before landing in a dark room. You take a moment to collect yourself. At least you and your companions managed to stay together.
Before you can fully regain your bearings, a light snaps on, blinding you for a moment. You blink away the dots in your vision to reveal that you’re standing on a raised stage surrounded by a huge audience of unusual figures. While they look like ordinary people, something is clearly off. They bear two eyes, a nose, a wicked curling smile, and glossy skin that shines in the bright lights. Stranger still is the fact that everyone looks so similar. In fact, the longer you look out at the crowd, the more you realize that they are all the same. This isn’t a crowd of many, but a group of copies of a single being replicated over and over and over again.
All of their eerily identical eyes are focused on you.
A second spotlight springs to life, revealing a handsome man holding a ventriloquist’s dummy. These two also look almost identical, except the dummy has blond hair and the man’s is dark. With a grating and shrill voice, the man begins to speak. At least, you think it’s the man; only the dummy’s mouth moves.
“Our illustrious patron, Zassrion, the Patchwork King, the Tyrant of the Harrow, has arranged an entertaining show for you tonight,” the puppet yells out in glee. “It is a daring tale of adventure, tragedy, and murder.” Murmurs of excitement rise up from the crowd, but their faces remain unmoving, staring only at you. Their grins seem to grow even wider as each member of the audience draws a blade. Hundreds of identical knives glint in the light, each held by an identical hand.
The puppet sweeps its arms upwards in the manner of a true showman. “Let the show begin!”
DURING THIS SCENARIO
When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:  
Location #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here:  
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here:  
Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 3 ?: 1
Located/Displayed Here:

| Oloch - Gimry | 
 
	
 
                
                
              
            
            First a house full of ghosts, and now a haunted theater. I long for the fields of battle against real foes and not restless furniture.
Start at the Office
"
Hand: Shock Glaive +1, Four Mirror Armor, Grapplers Mask, Belt of Charging, Blessing of Gorum 1,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: The Office
Hero Points: 4
NOTES:
Available Support: Feel free to display any weapons/blessings for +2 (Total Uses:2)Other: Dice Re-Roll Used for TotHA?: N
Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of the Samurai 2, Divine Favor, Acidic Greatsword +1, Dragonbane Greatsword +2, Cure, Blessing of the Samurai 1, Cold Iron Greatsword, Warhammer +2, BotG 1, Greatclub +1, Blessing of Gorum 2, Mountain Pattern Armor, Tooled Crocodile Skin
Recharged:
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Fortitude: Constitution +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 
Proficiencies:
Weapons Armors
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.
☑ When a character plays a blessing on your combat or Strength check, that character may recharge a random card from her discard pile; if the played card is Blessing of Gorum, the character may first recharge the blessing.

| Quinn 12789 | 
 
	
 
                
                
              
            
            Wax and string...
Quinn - 6-99A: The Theater
Starting LocationReading Room
Loot
CotCT-7A will put The All-Seeing Eye into box and add another blessing of The Marriage into my deck
Starting Hand - Favored Card Item
5-6F Reward - Will draw an extra card, then recharge a card
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.. When that character draws her starting hand, she may draw an extra card, then recharge a card.
Will display armor when able to do so.
"
Hand: Venomous Dagger, Zellara's Harrow Deck, Spider Venom, Leech, The Peacock, The Marriage,
Displayed: Glamered Leather Armor,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
1st choice: Item 3
Reroll last used: DD-3C/ HP Reroll last used: DD-3C
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Spider, Elixir of Focus, Luckstone, Fox, Gem of Mental Acuity, Smoke Bomb, Thieves' Tools, Fortune-teller, The Carnival, The Marriage 2
Recharged: Snakebite Dagger,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7 
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
you examine it.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
check before acting), add 1d4.
When you defeat a barrier, you may heal a card (□ or a weapon or an
item).
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
"

| Merisiel - WilderRedbeard | 
 
	
 
                
                
              
            
            Not many shadows to slink into with spotlights all around. Merisiel looks for a place to lay low to assess the ever-approaching mass of grinning wax figures.
Start at The Theatre
Hand: Gambeson, Masterwork Tools, Quick-Change Mask, Cockroach Coat, Blessing of Bastet,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: The Theatre
Hero Points: 3
NOTES:
Available Support: Blessing available. Merisiel will display Gambeson as soon as she is able.
Other: Dice Re-Roll Used for 6-99A?: N
Middle of Deck (Unknown Order): Blessing of Erastil, Blessing of Zon-Kuthon, Blessing of Milani, Dreamstalker, Cornerstone Crossbow, Blessing of Abadar, Evangelist, Emerald of Dexterity, Spyglass, Black Arrow Ranger, Captain's Cutlass, Black Marsh Spider Venom, Mask of Stolen Mien, Menacing Backsword +1
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6 
Proficiencies:
[ X ] Weapons
POWERS: SHADOW Role Card
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 ([X] +1) ([ ] +2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
[X] When a monster deals damage to you before ( [ ] or after) you act, reduce that damage to 0.

| Mr. Balazar | 
 
	
 
                
                
              
            
            "Balazar, reporting for Duty!"
Start at the The Theater - only location with Monsters.
Hand: Ruby of Charisma, Evolution Surge, Bound Imp, Blessing of Lamashtu, Bound Lantern Archon, Augury, Staff of Minor Healing, Padrig,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Current Location: The Theater
Hero Points: 2
NOTES:
Available Support: Please use any of my cards! Evo Surge can be used to unlock my local damage reduction power, BLA adds d4 to acquire a blessing (very important!)
Other: Monsters (or Bound things) available for local combat support of 1d4 + (lvl).
Middle of Deck (Unknown Order): Mist Horn, Blessing of Norgorber, Charm Monster, Haste, The Paladin, Disable Mechanism, Enhance, Create Pit, Magic Leather Armor, Bound Magma Spirit, Good Omen
Recharged:
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence + 2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma + 2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Shirt reroll available

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Turn: 1, Merisiel/WilderRedbeard
Monsters
CotCT
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 18
Vulnerable to Cold.
If undefeated, bury the top 1d4 cards of your deck and reload this monster into its location.
CotCT
Monster 2
Traits:
Aberration
To Defeat:
Combat 12
Vulnerable to Fire.
Before acting, you may bury an ally.
If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck.
If undefeated, suffer the scourge Wounded.
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 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. 
Core
Monster 2
Traits:
Construct
To Defeat:
Combat 12
OR Craft 8
Immune to Mental and Poison.
Resistant to Melee and Ranged.
If undefeated, suffer the scourge Poisoned.
Barriers
CotCT
Barrier 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
Core
Barrier 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 3
Traits:
Elemental
Trap
To Defeat:
Combat 14
OR Disable
Fortitude
Perception 9
Resistant to Melee.
If undefeated, suffer the scourge Drained and discard the top 1d4 cards of your deck.
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 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
Weapons
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
Core
Weapon 2
Traits:
Bludgeoning
Fire
Mace
Magic
Melee
To Acquire:
Strength
Melee 10
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers.
CotCT
Weapon 3
Traits:
2-Handed
Guillotine
Object
Promo
Slashing
To Acquire:
Strength 12
Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn.
Core
Weapon 3
Traits:
Finesse
Knife
Magic
Melee
Piercing
Ranged
To Acquire:
Strength
Dexterity
Melee
Ranged
Stealth 11
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2.
On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
CotCT
Weapon 3
Traits:
2-Handed
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 3
Traits:
Arcane
Attack
Electricity
Magic
To Acquire:
Intelligence
Arcane 11
Display. While displayed:
* For your combat checks, you may use Arcane + 3d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead. 
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display 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. 
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 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead. 
CotCT
Spell 3
Traits:
Arcane
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:
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.
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:
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:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Items
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 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
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 4
Traits:
Divine
Healing
Magic
Wand
To Acquire:
Wisdom
Divine 10
Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead. 
Allies
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 0
Traits:
Human
Magus
Harrow
To Acquire:
Intelligence
Knowledge 5
OR Charisma
Diplomacy 7
Recharge to examine the bottom 2 cards of any location.
Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4.
CotCT
Ally 2
Traits:
Human
Swashbuckler
To Acquire:
Charisma
Diplomacy
Melee 9
On a local combat or Charisma check, recharge to add 1d6.
Discard to explore. If you are at an Aquatic location, recharge instead.
CotCT
Ally 3
Traits:
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 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.
Blessings
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type.
To Acquire:
Dexterity
Survival 4+#
On your combat check, discard to bless twice.
Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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: 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.
Hour Power: On your Strength or Constitution check, you may recharge a card to reroll.
Current Hour:
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.
Hours Remaining: 23
Hourglass
The Publican
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would discard an ally, recharge it instead.
To Acquire:
Wisdom
Diplomacy 4+#
On any check, discard to bless.
On a check by a character at an Urban location, discard to bless twice.
Discard to explore. This exploration, if you are at an Urban location, local checks are blessed.
The Beating
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
The 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 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 Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 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 Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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 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 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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:  
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
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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 #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Merisiel, Balazar
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.
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. 
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
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
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: 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 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
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.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Oloch
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.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: 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.
Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Quinn
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
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.
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: 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.
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: 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
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead. 
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.

| Merisiel - WilderRedbeard | 
 
	
 
                
                
              
            
            The hour of The Mountain Man
When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll.
Remain at The Theater
Merisiel pats her jacket pockets and curses. Her backsword and cutlass are both missing, likely dislodged in the tumble through the portal. She tightens her gambeson in preparation but plans to avoid a beating as much as she is able.
Display Gambeson. Display Cockroach Coat.
Explore:
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.
Stealth 4+#=8: 1d12 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 acquired
Discard (bury per scenario power) Blessing of Bastet to examine:
Ally 4
Traits:
Aberration
To Acquire:
Wisdom
Survival 9
On a local combat check, freely banish to add 2d6 and the Piercing trait.
Banish to explore. This exploration, you may ignore cards' before acting powers.
DURING RECOVERY
You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck.
The creatures keep getting more bizzare by the second. As friendly as the Landshark aberration appears to be, Merisiel decides to leave the animal taming to those more suited.
End turn and reset hand.
Hand: Emerald of Dexterity, Masterwork Tools, Black Marsh Spider Venom, Dreamstalker, The Empty Throne (acq),
Displayed: Gambeson, Cockroach Coat,
Deck: 12 Discard: 0 Buried: 1
Current Location: The Theatre
Hero Points: 3
NOTES:
Available Support: Blessing available. Can discard Dreamstalker to move to a distant location and attempt to guard.
Movement: Move me to Pits if my location closes.
Other: Dice Re-Roll Used for 6-99A?: N
Middle of Deck (Unknown Order): Captain's Cutlass, Black Arrow Ranger, Mask of Stolen Mien, Menacing Backsword +1, Spyglass, Blessing of Abadar, Blessing of Erastil, Blessing of Zon-Kuthon, Blessing of Milani, Cornerstone Crossbow, Evangelist
Recharged: Quick-Change Mask,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6 
Proficiencies:
[ X ] Weapons
POWERS: SHADOW Role Card
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 ([X] +1) ([ ] +2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
[X] When a monster deals damage to you before ( [ ] or after) you act, reduce that damage to 0.

| Quinn 12789 | 
 
	
 
                
                
              
            
            Out of Turn Updates:  None
Turn Order: Quinn/Zalarian, Oloch/Gimry, Balazar/eddiephlash, Merisiel/WilderRedbeard
if random character, using Self as #1
Turn - Hour: 2 - Hourglass Card 1 Quinn/Zalarian The Publican
Hour Rules: When you would discard an ally, recharge it instead.
The fear on these Marionette's is ....palpable
SOT:  Quinn begins his turn examining the top card of his location: Reading Room Card 1: Symbol of Fear
Give Card:  None 
Move:  Stay at Reading Room 
Location Powers:  On your check, if the hour is Harrow, add 1.
Symbol of Fear
CotCT
Barrier 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 10
If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location.
Will recharge harrow The Peacock to bless and location adds 1
Intelligence Check DC 10: 1d10 + 2 + 1d10 ⇒ (10) + 2 + (2) = 14 Success
Will send Harrow deck to recovery to examine and reorder some cards 
Pits Card 3: The Trumpet
Pits Card 2: Silver War Paint
Pits Card 1: Blackjack's Daggers
Oloch may want to go over to the pits...
Will discard recharge leech to explore 
Explore:  Reading Room Card 2: The Marriage 
The marriage is already used as loot by party and shouldn't be here..so I will encounter next blessing from random. 
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.
Includes non-combat bonus and harrow bonus..will also draw Glamered armor to add 1d4
Diplomacy Check DC 4+4=8: 1d6 + 2 + 1d4 + 1 + 1d4 ⇒ (6) + 2 + (2) + 1 + (3) = 14 Success
Will display armor back
Quinn Ends his turn examining the top card of his location: Reading Room Card 3: Banner of the Ancient Kings
During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault. If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Quinn attempts to recover all cards in their Recovery pile.
Includes non-combat bonus, harrow bonus and 1 for location
Perception Check DC 12: 1d8 + 3 + 1d4 + 1d4 + 1 ⇒ (4) + 3 + (2) + (4) + 1 = 14 Success 
Quinn resets their hand.
"
Hand: Venomous Dagger, Spider Venom, The Marriage, The Inquisitor, Thieves' Tools, The Marriage 2, Luckstone,
Displayed: Glamered Leather Armor,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
1st choice: Item 3
Reroll last used: DD-3C/ HP Reroll last used: DD-3C
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): The Carnival, Elixir of Focus, Smoke Bomb, Gem of Mental Acuity, Fortune-teller, Fox, Spider
Recharged: Snakebite Dagger, The Peacock, Leech, Zellara's Harrow Deck,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7 
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
you examine it.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
check before acting), add 1d4.
When you defeat a barrier, you may heal a card (□ or a weapon or an
item).
(from 12789-1012)
When any of your characters starts a scenario using the Curse of the Crimson Throne set, you may replace 1 card from your deck with one of the following cards from the vault...
-The weapon Scimitar (Core),
-The spell Infernal Healing,
-The armor Armored Coat,
-The item Antiplague,
-The ally Korvosan Guard,
-The blessing Sands of the Hour
"
[u]Summary[/u]
Current Location: Reading Room
Acquired: Harrow The Inquisitor (Book)
Banished: Reading Room Card 1: Symbol of Fear
Examined: Reading Room Card 3: Banner of the Ancient Kings
Pits Card 3: The Trumpet and Top card of location
Pits Card 2: Silver War Paint is the 2nd card of location
Pits Card 1: Blackjack's Daggers
Random Card(s) Used: Blessing 1
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): Notify about acquiring Harrow Inquisitor (Book)

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Turn: 3, Oloch/Gimry
Monsters
CotCT
Monster 3
Traits:
Skeleton
Undead
To Defeat:
Combat 17
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Before acting, each local character suffers 1 Combat damage.
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
CotCT
Monster 3
Traits:
Animal
To Defeat:
Combat 18
OR Survival 9
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 2
Traits:
Outsider
To Defeat:
Combat 13
If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Barriers
Core
Barrier 1
Traits:
Cache
Lock
Trap
Veteran
To Defeat:
Strength
Melee 11+#
OR Disable 7+#
If undefeated, suffer 1d4 Acid damage and the scourge Dazed.
If defeated, summon and encounter a weapon, a spell, an armor, or an item.
CotCT
Barrier 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.
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 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Barrier 1
Traits:
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.
Weapons
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
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 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 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
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
Core
Spell 2
Traits:
Divine
Magic
Animal
To Acquire:
Wisdom
Divine 7
Display. While displayed:
* On your Dexterity and Charisma checks, add 1d6.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
Divine
To Acquire:
Intelligence
Wisdom
Arcane
Divine 13
Display next to a local character.
While displayed:
* This character's Strength and Constitution skills are 1d12+4.
* On this character's Strength checks, add 1d4.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 15 check to recharge it instead. 
CotCT
Spell 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. 
Core
Spell 0
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 6
On any check, freely banish to add 1d4+#.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead.
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
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 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Acrobatics
Fortitude 10
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier.
Core
Armor 2
Traits:
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 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:
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:
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 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
Allies
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.
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 3
Traits:
Vermin
To Acquire:
Wisdom
Survival 10
OR Craft 11
On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1.
Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait.
CotCT
Ally 0
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 4
OR Knowledge 5
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 4
Traits:
Human
Ranger
To Acquire:
Charisma
Diplomacy 11
OR Summon And Defeat The Danger
Display. While displayed:
* On all Dexterity and Survival checks, add 1d6.
* At the end of the turn, recharge.
Discard to examine the top card of your location, then you may explore.
This exploration, on all Dexterity and Survival checks, add 3.
Blessings
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.
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.
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: Your Survival check is blessed.
To Acquire:
Wisdom
Survival 4+#
On your check, freely discard to use your Wisdom die instead of the normal die.
Discard to explore. This exploration, if you are at a Wild location, local checks are blessed.
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When 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: 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.
Hour Power: When you encounter a monster from a location, before acting, another local character summons and encounters it.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it.
To Acquire:
Strength
Melee 4+#
On a local check, bury this card and any number of cards to bless once for each card buried.
Discard to explore.
Hours Remaining: 21
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 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 Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 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 Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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 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 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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:  
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
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
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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 #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel, Balazar
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. 
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
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
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: 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 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
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.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Oloch
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.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: 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.
Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Quinn
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: 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.
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: 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
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead. 
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.

| Oloch - Gimry | 
 
	
 
                
                
              
            
            ========================
Oloch starts his turn.
Hour: The Beating
Hour Power:When you encounter a monster from a location, before acting, another local character summons and encounters it.
Display Four Mirror Armor
There appear to be some spoils at the Pits worth checking out.
Move to Pits
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.
Divine 8: 1d8 + 4 ⇒ (1) + 4 = 5
Divine - 1d8+4
Recharge Four Mirror Armor to reduce damage from Location power
No point in shuffling the blessing back in, so just banish it
"
Hand: Shock Glaive +1, Divine Favor, Grapplers Mask, Belt of Charging, Blessing of Gorum 1,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: The Office
Hero Points: 4
NOTES:
Available Support: Feel free to display any weapons/blessings for +2 (Total Uses:2)Other: Dice Re-Roll Used for TotHA?: N
Middle of Deck (Unknown Order): Cold Iron Greatsword, Greatclub +1, Blessing of Gorum 2, Cure, Tooled Crocodile Skin, Acidic Greatsword +1, Blessing of the Samurai 2, BotG 1, Warhammer +2, Mountain Pattern Armor, Blessing of Tsukiyo, Dragonbane Greatsword +2, Blessing of the Samurai 1
Recharged: Four Mirror Armor,
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Fortitude: Constitution +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 
Proficiencies:
Weapons Armors
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.
☑ When a character plays a blessing on your combat or Strength check, that character may recharge a random card from her discard pile; if the played card is Blessing of Gorum, the character may first recharge the blessing.

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Turn: 4, Balazar/eddiephlash
Monsters
CotCT
Monster 2
Traits:
Devil
Outsider
To Defeat:
Combat 14
OR Arcane 9
Immune to Fire and Poison. Resistant to Acid, Attack, and Cold.
If undefeated, suffer the scourge Plagued.
CotCT
Monster 4
Traits:
Aberration
Trigger
To Defeat:
Combat 20
When examined, suffer 1 Poison damage, then you may shuffle this monster into its location.
If undefeated, each local character suffers the scourge Poisoned.
CotCT
Monster 2
Traits:
Animal
Aquatic
To Defeat:
Combat 15
Vulnerable to Cold.
If defeated by less than 4, or undefeated, suffer 1d4 Combat damage.
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
CotCT
Monster 2
Traits:
Fighter
Gray Maiden
Human
Veteran
To Defeat:
Combat 10+##
OR Charisma
Diplomacy 6+#
When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead.
If undefeated, a local character summons and encounters the danger.
Barriers
Core
Barrier 1
Traits:
Cache
Veteran
To Defeat:
Intelligence
Knowledge 7+#
If undefeated, end your turn.
If defeated, draw a new spell or Book item.
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.
CotCT
Barrier 2
Traits:
Obstacle
To Defeat:
Wisdom
Survival 9
If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder.
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 4
Traits:
Obstacle
Plant
To Defeat:
Intelligence
Knowledge 10
OR Wisdom
Survival 7
Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
* At the start of your turn, you may encounter this barrier.
* When this location is closed, banish this barrier.
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 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
2-Handed
Magic
Melee
Ranged
Respect
Spear
To Acquire:
Strength
Melee 12
OR Dexterity
Ranged
Survival 14
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.
If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
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 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 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 9
Display. While displayed:
* When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. 
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
When you encounter a bane, banish to evade it.
Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. 
Armors
CotCT
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die.
CotCT
Armor 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.
Core
Armor 3
Traits:
Heavy Armor
Helm
To Acquire:
Constitution
Fortitude 10
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, when you suffer any damage, freely reveal to reduce it by 1.
Discard to remove the scourges Exhausted and Frightened from all local characters.
After playing this armor, you may not play a Helm boon this encounter.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
CotCT
Armor 2
Traits:
Offhand
Shield
Magic
To Acquire:
Constitution
Fortitude
Melee
Survival 9
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 4
Display. While displayed:
* When you defeat a monster, after the encounter, you may discard a card to move.
* When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 2
Traits:
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 2
Traits:
Instrument
Magic
To Acquire:
Constitution
Fortitude 7
On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4.
If proficient, recharge instead.
CotCT
Item 1
Traits:
Gambling
Harrow
Magic
Mental
Tool
To Acquire:
Wisdom
Perception 10
Recharge to examine the top 3 cards of any character's deck and return them in any order.
Banish to examine the top 3 cards of any location and return them in any order.
DURING RECOVERY
Bury this card; you may succeed at a Perception 12 check to recharge it instead, adding 1d4 if the hour is Harrow. 
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Allies
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.
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.
CotCT
Ally 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
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.
Blessings
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: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: 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.
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.
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.
Hour Power: On your Strength check, add 2.
Current Hour:
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.
Hours Remaining: 20
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 Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 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 Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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 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 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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here:  Oloch
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
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
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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 #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel, Balazar
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. 
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
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
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: 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 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
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.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here:
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.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: 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.
Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Quinn
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: 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.
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: 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
Spell 3
Traits:
Arcane
Attack
Magic
Poison
To Acquire:
Intelligence
Arcane 12
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 check to recharge it instead. 
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.

| Mr. Balazar | 
 
	
 
                
                
              
            
            Start turn, hour is The Bear. Move to Reading Room. Display Padrig. Recharge Evo Surge to draw a monster: Infantry Devil (2). Display Bound Imp to draw 2: Mist Horn, Magic Leather Armor. Display the Armor.
 Explore card 1: Banner! Recharge SoMH to use Padrig, using Arcane instead of Fort. +1 from location.
Fort/Arcane 10: 1d12 + 5 + 1 ⇒ (4) + 5 + 1 = 10 Acquired!
Display Banner of the Ancient Kings. Cast Augury for Blessings. Card 2: The Fiend, Card 3: Henchman Proxy A4 (Wax Construct), Card 4: The Demon's Lantern. Put Fiend on top, then Demon's Lantern.
 Discard Bury Lamashtu to explore The Fiend. Hour adds 2 to a Str check. Recharge Mist Horn to use Padrig/Arcane for Str. Location still adds 1
 Str/Arcane 4 + # = 8: 1d12 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11 Acquired!
 Discard The Fiend to explore The Demon's Lantern. Recharge Ruby of Charisma to use Cha die. Recovery BLA to add d4 to acquire a blessing. Location adds 1.
 Str/Arcane 4 + # = 8: 1d12 + 1d4 + 1 ⇒ (7) + (1) + 1 = 9 Acquired!
 Discard The Demon's Lantern to explore, cards 3, 5, 6 remaining.
 top card?: 1d3 ⇒ 2: Card 5: Poison Blast. 
 Ask for Quinn to discard the Marriage to bless and add Quinn's Wis die.
Arcane 12: 2d12 + 5 + 1d6 + 1 ⇒ (2, 11) + 5 + (3) + 1 = 22 Acquired!
Recharge Poison blast to draw another new monster: Catoblepas (4)
Balazar ends his turn.
Balazar attempts to recover all cards in his Recovery pile.
Augury: Arcane 8: 1d12 + 5 + 1 ⇒ (2) + 5 + 1 = 8 -> Augury recharged.
Bound Imp: Arcane 8: 1d12 + 5 + 1 ⇒ (10) + 5 + 1 = 16 -> Bound Imp recharged.
Bound Lantern Archon: Arcane 10: 1d12 + 5 + 1 ⇒ (9) + 5 + 1 = 15 -> [ooc]Bound Lantern Archon recharged.
Balazar resets his hand, drawing 5.
Hand: Infantry Devil (2), Catoblepas (4), Bound Magma Spirit, Create Pit, Haste, The Paladin, Charm Monster,
Displayed: Padrig, Magic Leather Armor, Banner of the Ancient Kings,
Deck: 12 Discard: 2 Buried: 1
Current Location: Reading Room
Hero Points: 2
NOTES:
Available Support: Charm monster reduces a combat difficulty vs a monster by 3 plus a drawn monster's level. Paladin blesses and adds my Cha (d12 + 3) to a non-combat check against a bane, BMS adds 1d4 and fire to a local combat, Haste can move somebody.
Other: Monsters (or Bound things) available for local combat support of 1d4 + (lvl). Banner adds 1 to ALL combat, until somebody fails.
Middle of Deck (Unknown Order): Enhance, Blessing of Norgorber, Good Omen, Disable Mechanism
Recharged: Evolution Surge, Staff of Minor Healing, Mist Horn, Ruby of Charisma, Poison Blast, Augury, Bound Lantern Archon, Bound Imp,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence + 2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma + 2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Shirt reroll available
Acquired The Fiend (Hammers) and The Demon's Lantern (Keys).

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Turn: 5, Merisiel/WilderRedbeard
Monsters
Core
Monster 2
Traits:
Incorporeal
Undead
To Defeat:
Combat 14
Immune to Mental and Poison.
Resistant to Animal.
If the check to defeat does not have the Magic trait, this monster is undefeated.
If undefeated, suffer the scourge Drained.
Core
Monster 2
Traits:
Gargoyle
To Defeat:
Combat 15
Vulnerable to Magic.
If evaded or undefeated, reload this monster into its location.
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.
Core
Monster 2
Traits:
Minotaur
To Defeat:
Combat 15
OR Fortitude 8
If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage.
CotCT
Monster 2
Traits:
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
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:
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.
CotCT
Barrier 4
Traits:
Red Mantis
Skirmish
To Defeat:
None 0
Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle.
Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated.
CotCT
Barrier 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
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
Weapons
CotCT
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
Core
Weapon 2
Traits:
2-Handed
Bow
Cold
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait.
If proficient, on another character's combat check, freely discard to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 3
Traits:
2-Handed
Axe
Magic
Melee
Slashing
To Acquire:
Strength
Melee 11
For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
Spells
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.
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead. 
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 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. 
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 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 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 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:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Items
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 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
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 7
Display. While displayed:
* When you suffer Electricity or Fire damage, reduce it by 3.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
Item 3
Traits:
Magic
Tool
To Acquire:
Intelligence
Craft
Disable 10
Recharge to examine the bottom 3 cards of any character's deck and return them in any order.
Discard to examine the bottom 3 cards of any location and return them in any order.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Allies
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card. 
CotCT
Ally 2
Traits:
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 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.
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
Ally 3
Traits:
Animal
Veteran
To Acquire:
Wisdom
Survival 9
On your combat check, if you would fail by 1+# or less, bury to reroll.
Discard to explore. This exploration, on your Stealth checks, add 1d6.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: Ignore cards' before acting powers.
To Acquire:
Constitution
Divine 4+#
On a local check, bury to bless twice.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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: 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.
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: 19
Hourglass
The Real Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
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 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 Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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 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 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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:  Oloch
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
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
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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 #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel
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. 
Core
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
CotCT
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
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: 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 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
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.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here:
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.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: 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.
Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Quinn, Balazar
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
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.

| Merisiel - WilderRedbeard | 
 
	
 
                
                
              
            
            The hour of The Tangled Briar
When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location.
Remain at The Theater
Explore:
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.
Wisdom 9: 1d12 + 4 ⇒ (6) + 4 = 10 acquired
Welp, everyone left Merisiel to deal with this... creature. Luckily the thing likes shiny objects. And Oloch's gear.
Discard The Empty Throne to explore:
Barrier 1
Traits:
Lock
Obstacle
Veteran
To Defeat:
Strength
Melee 10+#
OR Disable 6+#
On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8.
If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location.
If defeated, remove the scourge Entangled from this location; you may explore.
Disable 6+#=10: 3d12 + 5 ⇒ (12, 11, 4) + 5 = 32 defeated
Not a fan of the spotlight, Merisiel finds and exit door and quickly pops the simple lock. The whelp tags along.
Free explore from Locked Door:
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.
Upon opening the door, Merisiel comes face to face with a massive scorpion. With her blades missing, she quickly shuts the door and looks for another way out.
Discard Dreamstalker to examine the top card: 1d5 + 2 ⇒ (3) + 2 = 5 of Theater, then explore:
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.
End turn and reset hand, discarding Landshark Whelp.
Hand: Masterwork Tools, Black Marsh Spider Venom, Black Arrow Ranger, Blessing of Abadar, Blessing of Zon-Kuthon,
Displayed: Gambeson, Cockroach Coat,
Deck: 10 Discard: 3 Buried: 1
Current Location: The Theatre
Hero Points: 3
NOTES:
Available Support: Blessing available. Can discard Dreamstalker to move to a distant location and attempt to guard.
Movement: Move me to Pits if my location closes.
Other: Dice Re-Roll Used for 6-99A?: N
Middle of Deck (Unknown Order): Blessing of Erastil, Spyglass, Blessing of Milani, Captain's Cutlass, Evangelist, Cornerstone Crossbow, Mask of Stolen Mien, Menacing Backsword +1
Recharged: Quick-Change Mask, Emerald of Dexterity,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6 
Proficiencies:
[ X ] Weapons
POWERS: SHADOW Role Card
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 ([X] +1) ([ ] +2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
[X] When a monster deals damage to you before ( [ ] or after) you act, reduce that damage to 0.
Cards 3-7 remain at The Theater and the location is shuffled.

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Turn: 6, Quinn/Zalarian
Monsters
CotCT
Monster 2
Traits:
Undead
Vampire
To Defeat:
Combat 15
Immune to Mental and Poison.
If undefeated, bury a random card from your discards.
Core
Monster 2
Traits:
Obstacle
Ooze
To Defeat:
Combat 12
OR Craft 9
Immune to Electricity, Mental, and Poison.
If you are at an Underground location, the difficulty to defeat is increased by 4.
Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled.
Core
Monster 0
Traits:
Giant
Ogre
Veteran
To Defeat:
Combat 12+##
Before acting, each local character suffers 1 Combat damage.
CotCT
Monster 4
Traits:
Demon
Outsider
To Defeat:
Combat 24
Immune to Electricity and Poison.
Before acting, each local character suffers 2 Acid Damage.
If undefeated, suffer the scourge Poisoned.
CotCT
Monster 3
Traits:
Fey
To Defeat:
Combat 14
If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4.
Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened.
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.
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.
CotCT
Barrier 4
Traits:
Curse
Trigger
To Defeat:
Intelligence
Perception 11
OR Wisdom
Divine 13
When examined, encounter this barrier.
If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier.
Core
Barrier 3
Traits:
Skirmish
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 13
If undefeated, reload a new monster into your location, 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.
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 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 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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.
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.
Spells
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead. 
CotCT
Spell 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 1
Traits:
Arcane
Attack
Divine
Force
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Display. While displayed:
* For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6.
* At the end of your turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead. 
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead. 
Armors
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
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.
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 2
Traits:
Heavy Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer any damage, you may draw this card to reduce it by 1.
* When you suffer Combat damage, you may draw this card to reduce it by 2.
* If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead.
CotCT
Armor 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Items
CotCT
Item 4
Traits:
Accessory
Arcane
Attack
Fire
Magic
To Acquire:
Intelligence
Arcane 9
For your combat check, banish to roll 3d6+12.
DURING RECOVERY
If proficient, you may succeed at an Arcane 9 check to recharge this card. 
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 11
On your Strength, Dexterity, or Constitution check, freely reveal to add 1.
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:
Alchemical
Attack
Fire
Object
To Acquire:
Intelligence
Craft 10
For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Allies
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 3
Traits:
Human
Loot
To Acquire:
Charisma
Diplomacy 12
On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card.
Discard to explore; you may first heal a card.
CotCT
Ally 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
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.
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: 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.
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.
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: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
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.
Hour Power: At the start of your turn, draw this card.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Promo
Suit: Keys
Veteran
When this is the hour: At the start of your turn, draw this card.
To Acquire:
Dexterity
Melee 6+#
While this card is in your hand or when you play it, treat it as either an ally or a blessing.
On your combat check, discard into a random character's discards to bless.
Discard into a random character's discards to explore. This exploration, your checks are blessed.
Hours Remaining: 18
Hourglass
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 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 Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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 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 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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:  Oloch
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
CotCT
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
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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 #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Merisiel, Emperor Scorpion, The Sickness
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
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.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
Core
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here:
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.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: 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.
Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Quinn, Balazar
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
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.

| Quinn 12789 | 
 
	
 
                
                
              
            
            Out of Turn Updates:  discard Marriage for Balazar
Turn Order: Quinn/Zalarian, Oloch/Gimry, Balazar/eddiephlash, Merisiel/WilderRedbeard
if random character, using Self as #1
Seems like the gnome has found all the hidden tarot cards in the reading room...wait what is this?...
Turn - Hour: 6 - Hourglass Card 1 Quinn/Zalarian The Real Rabbit Prince
Hour Rules: At the start of your turn, draw this 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.
The hour now become's the prior one...which actually works out nice for spell seekers - The Tangled Briar: When you close your location, instead of banishing its cards, shuffle them into a random other location.
SOT:  Quinn begins his turn examining the top card of his location: Henchman
Give Card:  The Real Rabbit Prince to Balazar
Move:  Stay at Reading Room 
Location Powers:  On your check, if the hour is Harrow, add 1
Monster Story Bane 1
Traits:
Construct
Veteran
To Defeat:
Combat 11+##
OR
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Quinn rubs the luckstone in his pocket and wonders if he will need it... 
Includes non-combat bonus and location bonus
Disable Check DC 10: 1d10 + 3 + 1d4 + 1 ⇒ (5) + 3 + (3) + 1 = 12 Success 
not today...Like I thought...Wax and string 
For closing, automatically acquire Harrow blessing - The Twin
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: On your check, the first item or ally played is played freely.
To Acquire:
Charisma
Stealth 4+#
When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead.
Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore.
Location is closed so I heal blessing (The Marriage) 
Examine cards and boons (Twisted Space) get shuffled to..
 Random Roll: 1d3 ⇒ 2 Spell is shuffled into Theater 
Balazar didn't specify so will have him come with me...Neither of us have any animals currently in our hand so will go to Office...but the gnome does have weird beasts hanging around him...I mean a Catoblepas???
Will display Spider Venom
Quinn's eyes widen as he searches around the office... 
"I have been looking for one of these..." 
Quinn Ends his turn examining the top card of his location: Office Card 1: Fate-reader Lenses
During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault. If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
"
Hand: Venomous Dagger, Thieves' Tools, Luckstone, The Twin, The Inquisitor, The Marriage 2, The Peacock,
Displayed: Glamered Leather Armor, Spider Venom,
Deck: 11 Discard: 0 Buried: 0
Hero Points: 1
1st choice: Item 3
Reroll last used: DD-3C/ HP Reroll last used: DD-3C
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Location with the most barriers based on this order: Reading Room, The Theater, The Office, The Pits
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Zellara's Harrow Deck, Fox, Snakebite Dagger, Leech, Spider, The Marriage, Fortune-teller, The Carnival, Elixir of Focus, Gem of Mental Acuity, Smoke Bomb
Recharged:
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7 
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
you examine it.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
check before acting), add 1d4.
When you defeat a barrier, you may heal a card (□ or a weapon or an
item).
"
[u]Summary[/u]
Current Location: Office
Acquired: The Real Rabbit Prince (Keys)
The Twin (Crowns)
Banished: Henchman at Reading Room (but spell is shuffled into Theater)
Examined: Office Card 1: Fate-reader Lenses
Random Card(s) Used: Blessing 1
Displayed: Spider Venom
Other Player(s) Resources Used: None
Actions needed by other Player(s): Balazar is at Office and was given The Real Rabbit Prince...Everyone else can skip going to the Reading room as it was ransacked by Quinn and Balazar (it is closed)
Acquired 2 Harrow blesings (see above)
Spell Twisted Space is shuffled into Theater

| Oloch - Gimry | 
 
	
 
                
                
              
            
            ========================
Oloch starts his turn.
Hour: The Theater
Hour Power:At the start of your turn, examine the top card of your location; you may encounter it.
Hour lets me encounter the top of the location, so I will do that.
CotCT
Item 4
Traits:
Liquid
Paint
To Acquire:
Melee
Fortitude 5
Display. While displayed:
* When you suffer Combat damage, reduce it by 1.
* When you would discard cards as Combat damage, you may recharge them instead.
* When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead.
Auto Acquire - Melee is +4
Dressing myself in the Warpaint and grabbing my Glaive, I continue my search of the pits.
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.
Unclear, but I am going to use Gorum to bless, and I think Gorum will end up recharged
Melee 11: 1d12 + 4 + 1d12 ⇒ (1) + 4 + (2) = 7
Melee - 1d12+4
Blessed - 1d12
Oy Vey!!
Paizo Reroll for the Weapon 4
Melee 11: 1d12 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Daggers are weapons for people of lesser skill, but Gorum has no care how the kills come as long as they come. I quickly stash the daggers in my belt and contemplate my next move.
Going to hold onto all this combat stuff one more turn, before ditching it for explores.
"
Hand: Shock Glaive +1, Blackjack's Daggers, Divine Favor, Grapplers Mask, Belt of Charging,
Displayed: Silver War Paint,
Deck: 15 Discard: 0 Buried: 0
Current Location: The Pits
Hero Points: 4
NOTES:
Available Support: Feel free to display any weapons/blessings for +2 (Total Uses:2)Other: Dice Re-Roll Used for TotHA?: Y
Middle of Deck (Unknown Order): Acidic Greatsword +1, BotG 1, Greatclub +1, Blessing of the Samurai 2, Blessing of Gorum 2, Warhammer +2, Cold Iron Greatsword, Blessing of the Samurai 1, Dragonbane Greatsword +2, Tooled Crocodile Skin, Mountain Pattern Armor, Blessing of Tsukiyo, Cure
Recharged: Four Mirror Armor, Blessing of Gorum 1,
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Fortitude: Constitution +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 
Proficiencies:
Weapons Armors
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.
☑ When a character plays a blessing on your combat or Strength check, that character may recharge a random card from her discard pile; if the played card is Blessing of Gorum, the character may first recharge the blessing.
End of Turn Summary
Acquired an Item 4 and a Weapon 4.
Cleared top 2 cards of Pits

| BR EmpTyger | 
 
	
 
                
                
              
            
            Balazar must move from the Reading Room closing on Quinn's turn
During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Turn: 8, Balazar/eddiephlash
Monsters
Core
Monster 1
Traits:
Ghost
Incorporeal
Mental
Undead
Veteran
To Defeat:
Combat 11+##
OR Divine 6+#
Immune to Mental and Poison. All damage is Mental damage that may not be reduced.
If the check to defeat does not have the Magic trait, this monster is undefeated.
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.
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:
Barbarian
Orc
Veteran
To Defeat:
Combat 10+##
Before acting, suffer 1d4 Combat damage.
Core
Monster 0
Traits:
Skeleton
Undead
Veteran
To Defeat:
Combat 10+##
Immune to Cold, Mental, and Poison.
Vulnerable to Bludgeoning.
Barriers
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.
CotCT
Barrier 1
Traits:
Curse
Task
Trigger
Veteran
To Defeat:
Intelligence
Knowledge 6+#
OR Perception 4+#
When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened.
If undefeated, suffer the scourge Exhausted.
If defeated, you may examine the top 2 cards of your location.
CotCT
Barrier 2
Traits:
Curse
Trap
To Defeat:
Intelligence
Craft 7
OR Wisdom
Perception 8
If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier.
Core
Barrier 1
Traits:
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 3
Traits:
Magic
Trap
To Defeat:
Intelligence
Wisdom
Arcane
Divine 12
If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage.
Weapons
CotCT
Weapon 3
Traits:
Finesse
Magic
Melee
Red Mantis
Slashing
Sword
Veteran
To Acquire:
Strength
Acrobatics
Melee 13
For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#.
CotCT
Weapon 3
Traits:
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 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 4
Traits:
2-Handed
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8.
On a distant character's combat check, freely reload to add 1d8.
After playing this weapon, you may not play an Offhand boon this encounter.
Core
Weapon 2
Traits:
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
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.
Core
Spell 3
Traits:
Divine
Magic
To Acquire:
Wisdom
Divine 8
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead.
CotCT
Spell 4
Traits:
Arcane
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. 
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead. 
Core
Spell 3
Traits:
Arcane
Attack
Divine
Loot
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Display. While displayed:
* For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane.
* On another local character's combat check, add 1d4 and the Magic trait.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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
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 4
Traits:
Magic
Offhand
Piercing
Respect
Shield
To Acquire:
Constitution
Fortitude
Melee
Survival 11
When you suffer Combat damage, freely reveal to reduce it by 2.
If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
Offhand
Shield
To Acquire:
Constitution
Fortitude 8
When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2.
On your Melee combat check, freely recharge to reroll a d4, d6, or d8.
After playing this armor, you may not play a 2-Handed boon this encounter.
Core
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Diplomacy
Fortitude 7
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* When you suffer any damage, you may bury to reduce it to 0.
* On your Diplomacy or Stealth check, you may draw this card to add 1d4.
Items
CotCT
Item 2
Traits:
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:
Accessory
Deity: Achaekek
Magic
Red Mantis
To Acquire:
Constitution
Fortitude 8
On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead.
On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
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:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 10
Discard to explore.
Banish to heal a local character 1d4+1 allies.
DURING RECOVERY
If proficient, you may succeed at a Craft 12 check to recharge this card. 
Allies
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:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
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 2
Traits:
Aristocrat
Human
To Acquire:
Charisma
Diplomacy 9
On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6.
Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4.
Blessings
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you acquire a boon, bury it.
To Acquire:
Charisma
Diplomacy 4+#
On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead.
Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead.
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you move during your move step, bury a card.
To Acquire:
Constitution
Survival 4+#
On any check, discard to bless.
Discard to move another character to your location.
Discard to explore. This exploration, on all Constitution checks, add 1d4.
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: Your non-combat check against a bane is blessed.
To Acquire:
Strength
Diplomacy 4+#
On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed.
Discard to explore.
CotCT
Blessing 1
Traits:
Harrow
Suit: 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.
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.
Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead.
To Acquire:
Dexterity
Stealth 4+#
On your check to acquire, discard to bless twice.
Discard to explore; if you do not encounter a boon, bury this card instead.
Hours Remaining: 16
Hourglass
The Rabbit Prince
CotCT
Blessing 1
Traits:
Harrow
Suit: Keys
Veteran
When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it.
To Acquire:
Dexterity
Melee 4+#
On any combat check, freely recharge to bless; reroll 1 die showing the highest value.
Discard to explore.
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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 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 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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:  Oloch
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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 #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Merisiel, Emperor Scorpion, The Sickness, Twisted Space
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.
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
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
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
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
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.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Quinn
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.
CotCT
Ally 4
Traits:
Agathion
Outsider
To Acquire:
Wisdom
Survival 11
OR Divine 9
At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings.
Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded.
Core
Weapon 2
Traits:
2-Handed
Electricity
Magic
Melee
Polearm
Slashing
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: 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.

| Quinn 12789 | 
 
	
 
                
                
              
            
            reached in his pocket for his luckstone again..but it is gone..From the direction of the reading room a woman approaches that from a distance looks like Zellhara but when she comes closer it is evident she is likely a younger relative of the seer
discard luckstone for After acting on henchman..drew fortune-teller

| Mr. Balazar | 
 
	
 
                
                
              
            
            Off turn, receive The Real Rabbit Prince from Quinn, then follow him to the Office.
 Start turn, hour is The Crows. Explore Office card 1: Fate-reader Lenses. 
Arcane 8: 1d12 + 5 ⇒ (8) + 5 = 13 Acquired!
 Cast Haste to explore card 2: Nightspear. Ask for Quinn's The Marriage to bless and add his Wis.
Wis 11: 2d6 + 1d8 ⇒ (2, 2) + (1) = 5 Ouch.
 Discard The Real Rabbit Prince to explore card 3. 
Random Character (B, M, Q, O): 1d4 ⇒ 1: The Real Rabbit Prince is in My discards.
 Card 3: Shock Glaive. TRRP blesses all checks. Recharge Create Pit to use Padrig/Arcane.
Str/Arcane 14: 2d12 + 5 ⇒ (6, 1) + 5 = 12
 Only a Weapon 2, so let it go
End turn. Recovery: Haste is discarded
Balazar resets his hand, drawing 1.
Hand: Infantry Devil (2), Catoblepas (4), Bound Magma Spirit, The Paladin, Charm Monster, Fate-reader Lenses, Disable Mechanism,
Displayed: Padrig, Magic Leather Armor, Banner of the Ancient Kings,
Deck: 12 Discard: 4 Buried: 1
Current Location: The Office
Hero Points: 2
NOTES:
Available Support: Charm monster reduces a combat difficulty vs a monster by 3 plus a drawn monster's level. Paladin blesses and adds my Cha (d12 + 3) to a non-combat check against a bane, BMS adds 1d4 and fire to a local combat, Disable Mechanism adds 2d8 to any Construct/Lock/Trap bane
Other: Monsters (or Bound things) available for local combat support of 1d4 + (lvl). Banner adds 1 to ALL combat, until somebody fails.
Middle of Deck (Unknown Order): Enhance, Blessing of Norgorber, Good Omen
Recharged: Evolution Surge, Staff of Minor Healing, Mist Horn, Ruby of Charisma, Poison Blast, Augury, Bound Lantern Archon, Bound Imp, Create Pit,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence + 2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma + 2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Shirt reroll available

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Villain: None
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Scenario Level (#): 4
Turn: 9, Merisiel/WilderRedbeard
Monsters
CotCT
Monster 1
Traits:
Human
Spy
Veteran
To Defeat:
Combat 9+##
Before acting, discard a random ally; the difficulty is increased by its level.
CotCT
Monster 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
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 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:
Undead
Zombie
Veteran
To Defeat:
Combat 11+##
Immune to Cold, Electricity, Mental and Poison.
If undefeated, suffer the scourge Plagued.
Barriers
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Core
Barrier 1
Traits:
Skirmish
Veteran
Trigger
To Defeat:
Wisdom
Perception
Stealth 8+#
When examined, encounter this barrier; on the check to defeat, add 1d4.
If undefeated, banish this barrier, then a random local character summons and encounters a monster.
That monster cannot be evaded; subtract 1 from each die rolled against it.
Core
Barrier 1
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 4+#
OR Disable 6+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, move to a random location and suffer the scourge Frightened.
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 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
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:
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:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
CotCT
Weapon 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
CotCT
Spell 3
Traits:
Arcane
Attack
Cold
Divine
Magic
Veteran
To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12
For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 or Divine 14 check to recharge it instead. 
Core
Spell 0
Traits:
Arcane
Divine
Magic
Veteran
To Acquire:
Intelligence
Wisdom
Arcane
Divine 5
Freely display next to a local character and choose a skill. While displayed:
* On their checks using that skill, add 1+#.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 8
Display next to a location. While displayed:
* Instead of their first exploration of their turns, characters at this location may heal 1d4+1 cards.
* At the start of your turn or when this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. 
CotCT
Spell 4
Traits:
Divine
Magic
Veteran
To Acquire:
Wisdom
Divine 10
Display next to a character. While displayed:
* On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8.
* At the end of the turn, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at a Divine 12 check to recharge it instead. 
CotCT
Spell 4
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 12
OR Wisdom
Divine 13
Display to move yourself together with any number of local characters, ignoring any movement restrictions.
You may not use this power during an encounter. While displayed:
* At the end of your turn, banish, and any number of local characters may move together.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 14 or Divine 15 check to recharge it instead. 
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 4
Traits:
Light Armor
Respect
To Acquire:
Constitution
Fortitude
Survival 12
Display. While displayed:
* When you suffer Cold or Combat damage, you may draw this card to reduce it by 2.
* On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die.
If proficient, you may do this after the roll.
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:
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.
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 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. 
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
Core
Item 2
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 8
On a local non-combat check, banish to add the character's Intelligence or Craft skill.
DURING RECOVERY
If proficient, you may succeed at a Craft 10 check to recharge this card.
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 9
When you suffer any damage, freely reveal to reduce it by 1.
When you suffer any damage, recharge to reduce it by 3.
Core
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
CotCT
Ally 2
Traits:
Human
Medium
Harrow
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it.
Discard to examine the top card of your location, then you may explore.
CotCT
Ally 2
Traits:
Human
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 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 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.
Core
Ally 2
Traits:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card. 
Blessings
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: 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: 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: 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.
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.
Hour Power: 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.
Current Hour:
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.
Hours Remaining: 15
Hourglass
The Lost
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: When you would recharge a Magic boon, discard it instead.
To Acquire:
Wisdom
Survival 4+#
On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so.
Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1.
The 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 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 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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:  Oloch
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.
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
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 8
Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead.
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.
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 #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Merisiel, Emperor Scorpion, The Sickness, Twisted Space
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.
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
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
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
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
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.
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Quinn, Balazar
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.
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Core
Barrier 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
Henchman 0
Type: Proxy
Traits:
To Defeat:
None None
This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition.
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: 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.

| Merisiel - WilderRedbeard | 
 
	
 
                
                
              
            
            The hour of The Rabbit Prince
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.
Move to Pits
Merisiel hears the roar of the half-orc champion of Gorum. She follows the sound and finds him at the Pits.
Explore:
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.
A human hireling lets the pressure of the situation get the best of them. Running for cover, they slip and fall into one of the pits.
Discard Black Arrow Ranger to explore:
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.
Acrobatics 6+#=10: 1d12 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 defeated
Merisiel dives to grab the hireling before they fall in but she's too late. The burning tar pit is unforgiving.
Reset hand and end turn.
Hand: Masterwork Tools, Black Marsh Spider Venom, Blessing of Milani, Blessing of Abadar, Blessing of Zon-Kuthon,
Displayed: Cockroach Coat,
Deck: 11 Discard: 3 Buried: 1
Current Location: Pits
Hero Points: 3
NOTES:
Available Support: Blessings available.
Movement: Move me to Theater if my location closes.
Other: Dice Re-Roll Used for 6-99A?: N
Middle of Deck (Unknown Order): Captain's Cutlass, Mask of Stolen Mien, Evangelist, Cornerstone Crossbow, Menacing Backsword +1, Blessing of Erastil, Spyglass
Recharged: Quick-Change Mask, Emerald of Dexterity, Gambeson, Black Arrow Ranger,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6 
Proficiencies:
[ X ] Weapons
POWERS: SHADOW Role Card
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 ([X] +1) ([ ] +2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
[X] When a monster deals damage to you before ( [ ] or after) you act, reduce that damage to 0.

| Quinn 12789 | 
 
	
 
                
                
              
            
            Out of Turn Updates:  discard Marriage 2 for Balazar
Turn Order: Quinn/Zalarian, Oloch/Gimry, Balazar/eddiephlash, Merisiel/WilderRedbeard
if random character, using Self as #1
Turn - Hour: 10 - Hourglass Card 1 Quinn/Zalarian
The Lost
Hour Rules: When you would recharge a Magic boon, discard it instead.
I smell something like electrified pixie wings...something isn't right... 
SOT:  Quinn begins his turn examining the top card of his location: Office Card 1: Pit Gladiator
Give Card:  None 
Move:  Stay at Office..end of Move step recharge Fortune-teller and choose boon to encounter 
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.
Will have Balazar recharge a card to use padrig for str/arcane check
pausing for his action...

| Mr. Balazar | 
 
	
 
                
                
              
            
             Recharge Bound Magma Spirit to use Padrig.
Str/Arcane 10: 1d12 + 5 ⇒ (1) + 5 = 6
Not worth spending resources on an Ally 2 unfortunately.

| Quinn 12789 | 
 
	
 
                
                
              
            
            (Honestly not sure if I attempt 2nd check if 1st failed...will look up when have time) Includes non-combat bonus
Diplomacy Check DC 9: 1d6 + 2 + 1d4 ⇒ (5) + 2 + (4) = 11 Success 
The gladiator seemed interested in our cause but wanted stronger allies to join forces with
 
Location Powers: When you would reveal, reload, or recharge an Animal ally, discard it instead.
Free Explore: Office Card 2: Thunderstorm
Core
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None 0
Display this barrier at your location.
While displayed:
* When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location.
Barrier is displayed. 
Time to get out of the weather... 
Will discard the Twin to explore 
Explore:  Office Card 3: Cryptic Message 
Core
Barrier 2
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10
If undefeated, you may banish this barrier.
If defeated, you may examine the top 2 cards of your location and return them in any order.
Will use Twin ability to evade and recharge bane and explore
Explore: Office Card 4: Henchman Proxy A3
Monster Story Bane 1
Traits:
Construct
Veteran
To Defeat:
Combat 11+##
OR
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Includes non-combat bonus
Will reveal thieve's tools to add d8 
Disable Check DC 6+4=10: 1d10 + 3 + 1d4 + 1d8 ⇒ (9) + 3 + (3) + (7) = 22 Success 
Will bury luckstone for After Acting and attempt to close
Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
Will have Oloch display his shock glaive and daggers..although if one is observant it it clear Oloch doesn't seem to enjoy brandishing a puny dagger 
Includes non-combat bonus
Diplomacy Check DC 5+4=9: 1d6 + 2 + 1d4 + 4 ⇒ (1) + 2 + (3) + 4 = 10 Success 
Office is closed..will choose not to recharge any cards
Will have Balazar and himself head over to the Theater
Quinn Ends his turn examining the top card of his location: The Theater Card 1: Emperor Scorpion TRIGGER
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.
Will bury armor for the 1 poison damage
Theater is not underground so difficulty is not increased
Will reveal Venomous Dagger
Recharge The Inquisitor to use Knowledge+4 and ask Balazar to send a L4 monster
Recharge to add d12 and poison to local check
Stealth INT KNOW Combat Check DC 20: 1d10 + 3 + 1d4 + 2 + 4 + 1d4 + 4 ⇒ (6) + 3 + (3) + 2 + 4 + (3) + 4 = 25
Strength Combat Check DC XX: 0d6 + 0d4 + 2 ⇒ (-) + (-) + 2 = 2
Monster Defeated  
During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault. If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Quinn attempts to recover all cards in their Recovery pile.
Quinn resets their hand.
Hand: Venomous Dagger, Thieves' Tools, The Peacock, The Carnival, Leech, Smoke Bomb, Zellara's Harrow Deck,
Displayed: Spider Venom,
Deck: 8 Discard: 2 Buried: 2
Hero Points: 1
1st choice: Item 3
Reroll last used: DD-3C/ HP Reroll last used: DD-3C
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Location with the most barriers based on this order: Reading Room, The Theater, The Office, The Pits
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Elixir of Focus, Gem of Mental Acuity, Fox, Snakebite Dagger, The Marriage, Spider
Recharged: Fortune-teller, The Inquisitor,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7 
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
you examine it.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
check before acting), add 1d4.
When you defeat a barrier, you may heal a card (□ or a weapon or an
item).

| Quinn 12789 | 
 
	
 
                
                
              
            
            On Oloch's turn after hour and SOT, will sent Zellara's deck to recovery to examine and order cards as follows:
Pits Card 5: Henchman Proxy A1
Pits Card 3: Fly
Pits Card 4: Brawl 
I think those 2 like to get into a brawl but...
Attempt to recover deck; 1d4 added for harrow  
Includes non-combat bonus
Perception Check DC 12: 1d8 + 3 + 1d4 + 1d4 ⇒ (2) + 3 + (1) + (3) = 9 harrow deck is discarded 
[u]Summary[/u]
Current Location: The Theater
Acquired: None
Banished: all cards at the Office plus
The Theater Card 1: Emperor Scorpion
Examined: placed in following order:
Pits Card 5: Henchman Proxy A1
Pits Card 3: Fly
Pits Card 4: Brawl
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Oloch's 2 weapons, Balazar's L4 monster
Actions needed by other Player(s): Avoid the brawl and take on another Wax construct

| Mr. Balazar | 
 
	
 
                
                
              
            
            Banish the Catoblepas for Quinn's Scorpion combat, then move to The Pits upon close.
Hand: Infantry Devil (2), The Paladin, Charm Monster, Fate-reader Lenses, Disable Mechanism,
Displayed: Padrig, Magic Leather Armor, Banner of the Ancient Kings,
Deck: 13 Discard: 4 Buried: 1
Current Location: The Pits
Hero Points: 2
NOTES:
Available Support: Charm monster reduces a combat difficulty vs a monster by 3 plus a drawn monster's level. Paladin blesses and adds my Cha (d12 + 3) to a non-combat check against a bane, BMS adds 1d4 and fire to a local combat, Disable Mechanism adds 2d8 to any Construct/Lock/Trap bane
Other: Monsters (or Bound things) available for local combat support of 1d4 + (lvl). Banner adds 1 to ALL combat, until somebody fails.
Middle of Deck (Unknown Order): Blessing of Norgorber, Good Omen, Enhance
Recharged: Evolution Surge, Staff of Minor Healing, Mist Horn, Ruby of Charisma, Poison Blast, Augury, Bound Lantern Archon, Bound Imp, Create Pit, Bound Magma Spirit,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence + 2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma + 2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Shirt reroll available

| Quinn 12789 | 
 
	
 
                
                
              
            
            amendment/adjustment to my eot...Balazar went to pits and therefore I must fight scorpion at Theater which means that 4 harder. Additionally, Harrow blessing is only valued at 1 rather than 4.
 
redo Quinn ending his turn examining the top card of his location: The Theater Card 1: Emperor Scorpion TRIGGER
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.
Will bury armor for the 1 poison damage
Theater is not underground so difficulty is not increased but theater increases it by 4 since alone
Will reveal Venomous Dagger
Recharge The Inquisitor to use Knowledge+1 and ask Balazar to send a L4 monster, will reload spider venom and finally Oloch for divine favor
Recharge to add d12 and poison to local check
Stealth INT KNOW Combat Check DC 20+4=24: 1d10 + 3 + 1d4 + 2 + 1 + 1d4 + 4 + 2d4 ⇒ (10) + 3 + (4) + 2 + 1 + (2) + 4 + (2, 1) = 29
Strength Combat Check DC XX: 0d6 + 0d4 + 2 ⇒ (-) + (-) + 2 = 2
Monster Defeated  
My hand must be adjusted since drew spider venom; randomly take out leech and replace with spider venom.
"
Hand: Venomous Dagger, Thieves' Tools, The Peacock, The Carnival, Spider Venom, Smoke Bomb, Zellara's Harrow Deck,
Displayed:
Deck: 9 Discard: 2 Buried: 2
Hero Points: 1
1st choice: Item 3
Reroll last used: DD-3C/ HP Reroll last used: DD-3C
NOTES:
Available Support: Blessings are available for use. (The Marriage can possibly add 2 dice to local)
Would rather avenge against a barrier than bury thieve's tools if possible
Movement: Location with the most barriers based on this order: Reading Room, The Theater, The Office, The Pits
Other: Feel free to pass non important items to Quinn for his barrier power
Middle of Deck (Unknown Order): Leech, Spider, The Marriage, Snakebite Dagger, Elixir of Focus, Fox, Gem of Mental Acuity
Recharged: Fortune-teller, The Inquisitor,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1
Intelligence d10 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Disable: Intelligence+1
Knowledge: Intelligence+1
Wisdom d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Perception: Wisdom+2
Charisma d6 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+2
Favored Card: Item
Hand Size: 6 ☑ 7 
Proficiencies:
None
POWERS:
When you attempt a check that invokes Finesse, you may recharge (☐ or reload) a card to use Knowledge instead of Acrobatics or Stealth, and add the card’s level. (□ If
you are the only local character, you may add another 1d6.) (FAQ Entry)
On a local check against a barrier, you may bury an item (□ or a boon) to add your Perception.
At the end (☑ or start) of your turn, you may
examine the top card of your location. (□ You may recharge a card to ignore powers that would happen when
you examine it.)
☐ You are proficient with Alchemical. On your check to recharge an Alchemical item whose level is lower than #, you automatically succeed.
☑ On your Diplomacy, Disable, or Perception non-combat check (□ or your
check before acting), add 1d4.
When you defeat a barrier, you may heal a card (□ or a weapon or an
item).
"
In addition to above, Oloch's divine favor was used.

| Oloch - Gimry | 
 
	
 
                
                
              
            
            OFF-TURN ACTIONS:
 Discard Belt of Charging for damage on Merisiels turn.
Divine 7: 1d8 + 4 ⇒ (8) + 4 = 12 Divine Favor - Recharged
========================
Oloch starts his turn.
Hour: The Unicorn
Hour Power:Your check to acquire is blessed.
Oloch lets out a big grin as he is joined by his rogue friend, and one of the few elves he can tolerate, at the Pits.
The joy is short lived however, as is typical of the rogue, she gets in a little too deep and uncorks a barrel of burning tar.
I quickly chase after the elf before she can cause anymore trouble.
"Here, friend. These will do better in your small hands than mine. Please try to keep out of trouble."
Hand over Blackjacks Daggers to Merisiel.
After I hand over the Daggers, I hear the book man warn of a Brawl.
"Haha! Hear that Elf! The Book Man thinks the two of us can't handle ourselves in a Brawl. They've obviously never seen us at work. That said, apparently one of those funny dummies are nearby."
No sooner do I finish talking to the rogue, then I notice the gnome show up. Never did trust gnomes. Especially those who practice the lesser magicks. Ignoring the gnome, I head off in search of the dummy.
Traits:
Construct
Veteran
To Defeat:
Combat 11+##
OR
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Combat 19(11+8): 1d12 + 4 + 1d10 + 1 + 1d8 + 1 ⇒ (1) + 4 + (10) + 1 + (2) + 1 = 19
Melee - 1d12+4
Shock Glaive +1 - 1d10+1
Discard - 1d8
Banner of the Ancient Kings - 1
Though rusty from the layoff, I am infused with the power of Gorum and easily take down the dummy. Luckily the gnome brought his banner. Maybe he's not so bad after all.
I quickly offer a prayer of thanks to the one True God and head to the Theater.
Draw 3 cards and recharge them to close. Then shuffle my deck for the WPC
Move to the Theater on close
"
Hand: Cold Iron Greatsword, Cure, Four Mirror Armor, Blessing of the Samurai 2, Blessing of Tsukiyo,
Displayed: Silver War Paint,
Deck: 11 Discard: 3 Buried: 0
Current Location: The Pits
Hero Points: 4
NOTES:
Available Support: Feel free to display any weapons/blessings for +2 (Total Uses:3)Other: Dice Re-Roll Used for TotHA?: Y
Middle of Deck (Unknown Order): Dragonbane Greatsword +2, Divine Favor, Warhammer +2, Mountain Pattern Armor, Blessing of Gorum 1, Acidic Greatsword +1, Blessing of the Samurai 1, Tooled Crocodile Skin, BotG 1, Blessing of Gorum 2, Greatclub +1
Recharged:
Discard Pile:
Buried Pile:
Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Melee: Strength +2
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
- Fortitude: Constitution +3
Intelligence d4 ☐ +1
Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4
- Divine: Wisdom +2
Charisma d6 ☐ +1
Favored Card: Armor
Hand Size: 4 ☑ 5 
Proficiencies:
Weapons Armors
POWERS:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (☑2) to the check. Return the displayed cards to your hand before you reset it(☑ and at the start of your turn)
Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1([ ]+2) random cards from her discard pile into her deck, then discard the card you revealed.
☑ When a character plays a blessing on your combat or Strength check, that character may recharge a random card from her discard pile; if the played card is Blessing of Gorum, the character may first recharge the blessing.
End of Turn Summary
Closed the Pits and moved to the Theater with everyone else.

| BR EmpTyger | 
 
	
 
                
                
              
            
            The dummy begins to stomp and shout in anger as you cut down its legion of doubles, each falling to the ground with the wet thud of melting wax. The man doesn’t seem pleased either.
“No, no, no, NO! You’re doing it all wrong.” The puppet gestures wildly at you. “Your role is to die. It’s very clear, right in the script, black and white.”
There’s a script? How come you never got a copy?
“First are the characters and setting,” he notes with annoyance in his voice. “Act One: Zassrion pulls everyone into our realm.
“Next is the motivation,” he continues, further frustrated. “Act Two: We take everyone to him, and he absorbs their essence to gain their power.
“And finally,” he notes with shrill exasperation, “is the happy ending! Act Three: Zassrion finally escapes the realm, leaving me as its new ruler.”
The doll’s wooden face turns to you, furious. “But you aren’t playing your part! Which means now we’ll need to improvise. I hate improvising.”
Lights flash above you and you hear a rumble of thunder that sounds more like a drum being played backstage. Still, the footsteps of the oncoming crowd are thunderous enough. No matter how many enemies you fell, more doubles seem to appear in their place. You have to find a way out.
DURING THIS SCENARIO
When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
After the table coordinator announces the Second Act, shuffle the villain Balimar and Balio, a non-closing henchmen Wax Construct (Proxy B), and a monster into The Theater.
To win, corner and defeat the villain Balimar and Balio.

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Type: Monster
Traits: Construct Eidolon AND Storykin Summoner Veteran
To Defeat:
Combat 10+##
THEN Combat 12+##
OR Acrobatics Diplomacy
6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
To win, corner and defeat the villain Balimar and Balio.
Scenario Level (#): 4
Turn: 12, Balazar/eddiephlash
Monsters
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:
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
Monster 4
Traits:
AND
Animal
Human
Ranger
Trigger
To Defeat:
Combat 18
THEN Combat 17
OR Survival 11
When examined, suffer 1 Ranged Combat damage.
Before acting, suffer 1 Ranged Combat damage.
If undefeated, a random character suffers 1d4+1 Ranged Combat damage. 
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.
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.
Barriers
CotCT
Barrier 4
Traits:
Respect
Task
To Defeat:
Strength 7
OR Constitution
Fortitude 12
If defeated, you may remove this barrier from the game and gain 1 respect point.
If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points.
Core
Barrier 2
Traits:
Magic
Trap
Trigger
Veteran
To Defeat:
Arcane
Divine 6+#
OR Disable 8+#
When examined, encounter this barrier.
If you have the Perception skill, the difficulty to defeat is increased by #.
If undefeated, suffer the scourge Dazed and each local character suffers 1d4+1 Fire damage, then banish this barrier.
CotCT
Barrier 3
Traits:
Cache
Lock
Magic
Trap
To Defeat:
Disable 8
OR Fortitude 10
If defeated, draw a new spell or item.
If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier.
CotCT
Barrier 1
Traits:
Skirmish
Veteran
To Defeat:
None 0
Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #.
Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated.
CotCT
Barrier 2
Traits:
Lock
Trap
To Defeat:
Strength
Dexterity
Disable
Divine 10
If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage.
Weapons
CotCT
Weapon 4
Traits:
2-Handed
Bludgeoning
Hammer
Magic
Melee
Respect
To Acquire:
Strength
Melee 15
For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers.
On a local check against a Lock or Obstacle barrier, reload to add 1d12.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 2
Traits:
2-Handed
Cold
Magic
Melee
Piercing
Spear
To Acquire:
Strength
Melee 12
For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll.
After playing this weapon, you may not play an Offhand boon this encounter.
CotCT
Weapon 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 4
Traits:
Bludgeoning
Hammer
Magic
Melee
To Acquire:
Strength
Melee 14
For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers.
CotCT
Weapon 3
Traits:
Acid
Bludgeoning
Chain
Magic
Ranged
To Acquire:
Dexterity
Ranged 13
For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location.
If proficient, discard to evade a monster you encounter.
Spells
CotCT
Spell 2
Traits:
Arcane
Magic
To Acquire:
Intelligence
Arcane 9
On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead. 
Core
Spell 3
Traits:
Arcane
Attack
Bludgeoning
Divine
Fire
Magic
To Acquire:
Intelligence
Wisdom
Arcane
Divine 11
For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead.
CotCT
Spell 3
Traits:
Arcane
Magic
Attack
To Acquire:
Intelligence
Arcane 11
For your combat check, banish to use Arcane + 3d6 and add the Acid, Cold, Electricity, Fire, or Poison trait.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead. 
CotCT
Spell 1
Traits:
Arcane
Divine
Harrow
Magic
To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 8
Freely display at a location. While displayed:
* On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead.
* When this location is closed, banish.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 9 or Divine 10 check to recharge it instead. 
CotCT
Spell 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. 
Armors
CotCT
Armor 3
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Display. While displayed:
* You may evade Undead monsters you encounter.
* When you suffer any damage, you may draw this card to reduce it by 1.
* If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead.
CotCT
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Survival 11
Display. While displayed:
* When you suffer Cold or Combat damage, you may recharge to reduce it by 2.
* On your combat, Constitution, or Fortitude check, you may recharge to add your Survival.
Core
Armor 2
Traits:
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 3
Traits:
Light Armor
Magic
To Acquire:
ConstitutionFortitude 11
Display. While displayed:
* When you suffer Combat damage, you may recharge to reduce it by 4.
* When you suffer any damage, you may bury to reduce it to 0.
* You may discard to remove 1 of your scourges.
Items
Core
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Wisdom
Charisma 11
On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1.
CotCT
Item 4
Traits:
Accessory
Magic
To Acquire:
Strength
Dexterity
Constitution 13
On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4.
Core
Item 3
Traits:
Magic
Wand
To Acquire:
Intelligence
Arcane 10
On any combat check, bury or banish to decrease the difficulty by 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead.
Core
Item 3
Traits:
Alchemical
Liquid
To Acquire:
Intelligence
Craft 12
Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them.
On a local check to defeat an Outsider or Undead bane, banish to add 2d6.
DURING RECOVERY
If proficient, you may succeed at a Craft 14 check to recharge this card.
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:
Construct
Magic
To Acquire:
IntelligenceArcaneCraft 8
OR CharismaDiplomacy 10
On a local check, banish to add 1d8.
Banish to explore. This exploration, on your first check, add 1d6.
DURING RECOVERY
You may either succeed at a Craft 8 check or suffer the scourge wounded to recharge this card. 
CotCT
Ally 2
Traits:
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
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 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:
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.
Blessings
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: 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.
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: On your Charisma check, you may use your Intelligence die instead of the normal die.
To Acquire:
Intelligence
Arcane 4+#
On your Magic check, recharge to bless.
On your Magic Mental check, recharge to bless twice.
Discard to explore.
CotCT
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.
Hour Power: At the start of your turn, summon and encounter a spell.
Current Hour:
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a spell.
To Acquire:
Wisdom
Arcane 4+#
Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed.
Discard to examine the top card of any location, then you may explore.
Hours Remaining: 12
Hourglass
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 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 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 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 Courtesan
CotCT
Blessing 1
Traits:
Harrow
Suit: Crowns
Veteran
When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier.
To Acquire:
Charisma
Diplomacy 4+#
On your check, freely discard to use your Charisma die instead of the normal die.
Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die.
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 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 Teamster
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.
The Midwife
CotCT
Blessing 1
Traits:
Harrow
Suit: Stars
Veteran
When this is the hour: At the start of your turn, summon and encounter a monster.
To Acquire:
Wisdom
Divine 4+#
When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed.
Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead.
The Vision
CotCT
Blessing 1
Traits:
Harrow
Suit: Books
Veteran
When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it.
To Acquire:
Intelligence
Arcane 4+#
On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3.
Discard to examine the top card of up to 2 locations, then you may explore.
The Paladin
CotCT
Blessing 1
Traits:
Harrow
Suit: Hammers
Veteran
When this is the hour: When another character avenges your encounter, heal 1d4 cards.
To Acquire:
Strength
Divine 4+#
On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy.
Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy.
The 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.
Location #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here:  Quinn, Merisiel, Oloch, Balazar, The Sickness, Twisted Space, Proxy A, Proxy B, Balimar and Balio
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
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
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
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
CotCT
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 B definition.
CotCT
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged
To Acquire:
Dexterity
Ranged
Stealth 12
For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1.
On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check.
TotH
Story Bane 1
Type: Monster
Traits:
Construct
Eidolon
AND
Storykin
Summoner
Veteran
To Defeat:
Combat 10+##
THEN Combat 12+##
OR Acrobatics
Diplomacy 6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded. 

| Merisiel - WilderRedbeard | 
 
	
 
                
                
              
            
            Off turn actions:
Forgot BA Fire damage from Burning Tar. Discard Blessing of Abadar for damage.
Receive Blackjack's Daggers from Oloch (Thanks, Gimry!).
Oloch is not the only one grinning. The weight of blades in her hands feels comfortable, even if they are unfamiliar.
"Time to carve my own wax figurines."
Hand: Masterwork Tools, Black Marsh Spider Venom, Evangelist, Blessing of Milani, Blessing of Zon-Kuthon, Blackjack's Daggers (acq),
Displayed: Cockroach Coat,
Deck: 10 Discard: 4 Buried: 1
Current Location: Pits
Hero Points: 3
NOTES:
Available Support: Blessings available.
Movement: Move me to Theater if my location closes.
Other: Dice Re-Roll Used for 6-99A?: N

| Merisiel - WilderRedbeard | 
 
	
 
                
                
              
            
            Off turn actions:
Summon & encounter Emporer Scorpion during Balazar's turn.
Reveal Blackjack's Daggers, reveal Black Marsh Spider Venom, Balazar's Charm Monster reduces combat by 6, Banner adds 1.
Combat 20-6=14: 1d12 + 5 + 1d4 + 2 + 3 + 1 ⇒ (6) + 5 + (3) + 2 + 3 + 1 = 20 defeated
Reveal Masterwork Tools for BMSV check.
Disable 8: 3d12 + 5 ⇒ (4, 6, 7) + 5 = 22 success
Relishing the opportunity to test out her newfound daggers, Merisiel leaps at an attacking scorpion and buries one through its carapace.

| Mr. Balazar | 
 
	
 
                
                
              
            
             Start turn, hour is The Mute Hag. Summon spell: Unearthly Aim.
 Arcane 9: 1d12 + 5 ⇒ (7) + 5 = 12 Acquired!
Give Fate-reader Lenses to Quinn. Explore card 1: Emperor Scorpion. Cast Charm Monster for the summoned encounter, drawing: Mist Horror, and reducing the difficulty of the summoned Scorpion by 6. Draw Mist horror after Meri's fight.
 My turn, reveal and banish Mist horror to use Padrig for combat, cast Unearthly Aim to add d10. Banner is still adding 1.
 Combat 20: 2d10 + 3 + 1d4 + 3 + 1d10 + 1 ⇒ (5, 1) + 3 + (1) + 3 + (10) + 1 = 24 Defeated! Drawn
The Paladin is too good to use for exploring. Banish Infantry Devil to recharge Haste spell. Recharge Disable Mechanism to draw new monster: Cytillipede (4).
Balazar ends his turn.
Balazar attempts to recover all cards in his Recovery pile. Charm Monster is buried. Unearthly Aim: Arcane 11: 1d12 + 5 ⇒ (6) + 5 = 11 ->Unearthly Aim recharged.
Balazar resets his hand, drawing 4.
Hand: The Paladin, Emperor Scorpion (4), Cytillipede (4), Blessing of Norgorber, Good Omen, Enhance, Evolution Surge,
Displayed: Padrig, Magic Leather Armor, Banner of the Ancient Kings,
Deck: 12 Discard: 3 Buried: 2
Current Location: The Theater
Hero Points: 2
NOTES:
Available Support: Paladin blesses and adds my Cha (d12 + 3) to a non-combat check against a bane, Norgorber double blesses acquisition checks, Good Omen adds d6+4 on acquisitions, Enhance adds 5 to a chosen skill for a turn. Evo Surge can turn a monster into damage reduction of 5
Other: Monsters (or Bound things) available for local combat support of 1d4 + (lvl). Banner adds 1 to ALL combat, until somebody fails.
Middle of Deck (Unknown Order): 0
Recharged: Staff of Minor Healing, Mist Horn, Ruby of Charisma, Poison Blast, Augury, Bound Lantern Archon, Bound Imp, Create Pit, Bound Magma Spirit, Haste, Disable Mechanism, Unearthly Aim,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence + 2
Wisdom d6 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Arcane: Charisma + 2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 
Proficiencies:
Arcane
POWERS:
After you play a spell that has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box.
When you would defeat a monster and would banish it, you may add it to your hand instead.
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location (☑ or to recharge a spell from your discard pile).
Shirt reroll available

| Merisiel - WilderRedbeard | 
 
	
 
                
                
              
            
            The hour of The Keep
When this is the hour: When you would discard or bury an armor you play, you may recharge it instead.
Remain at The Theater
Explore:
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.
Discard Bury BoMilani to explore: Henchman Proxy A
Traits:
Construct
Veteran
To Defeat:
Combat 11+##
OR
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Disable 6+##=14: 3d12 + 5 + 1 ⇒ (5, 5, 6) + 5 + 1 = 22 defeated
Choose not to close the location.
Merisiel, eager to slake her annoyance with the wax audience, pirouettes to backflip over the nearest figure. As she is about to drive a dagger into the back of its head, she realizes the figures are powered by a simple mechanism on the back of their necks. She reaches out and disables the wax construct with a swift motion.
Discard Bury BoZonKuthon to explore:
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 11
Display. While displayed:
* When you discard cards as Combat damage, you may reload 1 or 2 of those cards.
* When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2.
Once they stop moving, the wax construct seems to slough off a leather-like sheet. Merisiel backs away, slightly nauseated.
End turn and reset hand.
Hand: Masterwork Tools, Black Marsh Spider Venom, Spyglass, Evangelist, Blackjack's Daggers (acq),
Displayed: Cockroach Coat,
Deck: 9 Discard: 4 Buried: 3
Current Location: The Theater
Hero Points: 3
NOTES:
Available Support: Blessing available. Evangelist can be recharged to add 1d4 to any local check.
Other: Dice Re-Roll Used for 6-99A?: N
Middle of Deck (Unknown Order): Blessing of Erastil, Menacing Backsword +1, Mask of Stolen Mien, Captain's Cutlass, Cornerstone Crossbow
Recharged: Quick-Change Mask, Emerald of Dexterity, Gambeson, Black Arrow Ranger,
Discard Pile:
Buried Pile:
Strength d6 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Acrobatics: Dexterity +2
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d6 ☐ +1 ☐ +2 ☐ +3
Intelligence d6 ☐ +1 ☐ +2
Craft: Intelligence +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2
Favored Card: Item
Hand Size: 5 ☐ 6 
Proficiencies:
[ X ] Weapons
POWERS: SHADOW Role Card
You may evade your encounter.
If you are the only character at your location, you may recharge a card to add 1d6 ([X] +1) ([ ] +2) to your combat check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
[X] When a monster deals damage to you before ( [ ] or after) you act, reduce that damage to 0.
Forgot AA power from henchman: Bury Landshark Whelp from discards.

| Quinn 12789 | 
 
	
 
                
                
              
            
            Quinn Nods in appreciation at the Elf's work.. 
"Like I said Merisiel...Wax and string" 
Out of Turn Updates:  received fate-reader lenses from Balazar
Looks appreciatively at the lens handed to him and thanks the gnome 
Turn Order: Quinn/Zalarian, Oloch/Gimry, Balazar/eddiephlash, Merisiel/WilderRedbeard
if random character, using Self as #1
Turn - Hour: 14 - Hourglass Card 2 Quinn/Zalarian The Winged Serpent
Hour Rules: Your Ranged Check is Blessed
SOT:  Quinn begins his turn examining the top card of his location: The Theater Card 5: The Sickness 
Give Card:  None 
Move:  Only theater remains 
Location Powers:  When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
Explore:  The Theater Card 5: The Sickness 
CotCT
Blessing 1
Traits:
Harrow
Suit: Shields
Veteran
When this is the hour: When you suffer damage, suffer the scourge Plagued.
To Acquire:
Constitution
Fortitude 4+#
On your check, after the roll, discard to reduce the difficulty by 3.
Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued.
Will discard the Carnival to bless
Constitution Check DC 4+4=8: 1d6 + 1d6 ⇒ (3) + (1) = 4 Carnival lets me flip the 1 to a 6 for a Success
Merisiel will use spyglass to examine next 2 cards and leaves the same 
Quinn shows a trick where he takes Merisiel's spyglass and amplifies the search area by looking through the fate-reader lens 
Will discard lens to examine and reorder 3 cards putting villain on top followed by weapon and henchman
 
recharge the Sickness to explore The Theater Card 8: Balimar and Balio  
TotH
Story Bane 1
Type: Monster
Traits:
Construct
Eidolon
AND
Storykin
Summoner
Veteran
To Defeat:
Combat 10+##
THEN Combat 12+##
OR Acrobatics
Diplomacy 6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.
Will pause as we figure how to take down the puppet masters
During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault. If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.

| Quinn 12789 | 
 
	
 
                
                
              
            
            For BYA, Oloch will display a blessing and Balazar uses enhance for dexterity to auto-succeed. 
Dexterity Check DC 4+4=8: 1d6 + 2 + 5 ⇒ (3) + 2 + 5 = 10 Success 
Oloch has armor for damage so no worries there... 
Balazar will use paladin to bless his check and Merisiel will use acrobatics with cockroach coat and reveal evangelist.
 
Balazar Dexterity Check DC 4+4=8: 1d6 + 1d6 + 1d12 + 3 ⇒ (3) + (5) + (4) + 3 = 15 Success 
Merisiel Acrobatics Check DC 4+4=8: 1d12 + 5 + 1d4 + 1 ⇒ (12) + 5 + (2) + 1 = 20 Success 
I will take first combat and Oloch takes 2nd..since mine is ranged it is already blessed. Balazar banishes a L4 monster.
 
Will reveal Venomous Dagger and display/reload spider venom
Recharge Smoke Bomb to use Knowledge+1 
Recharge dagger to add d12 and poison to local check
Stealth INT KNOW Combat Check DC 10+4+4+4=22: 2d10 + 3 + 1d4 + 2 + 1 + 1d12 + 1d4 + 1d4 + 4 ⇒ (7, 6) + 3 + (4) + 2 + 1 + (6) + (4) + (4) + 4 = 41
First check is done

| Oloch - Gimry | 
 
	
 
                
                
              
            
            Combat 24(12+4+4+4): 1d12 + 4 + 2d6 + 1d12 + 1d12 + 1d4 + 1d4 + 4 + 1 ⇒ (11) + 4 + (1, 4) + (9) + (4) + (3) + (1) + 4 + 1 = 42
Melee - 1d12+4
Cold Iron Greatsword - 2d6
Discard - 1d12
Blessed - 1d12
Evangelist - 1d4
Balazar -1d4+4
Bannor - 1

| BR EmpTyger | 
 
	
 
                
                
              
            
            What remains of the crowd heckles you as you run out of the theater. Stepping outside, you are caught off guard by unfamiliar sights. You look up at a clockwork sun and a foreign sky. Footsteps and jeering indicate the mob is following you, though, so you keep moving. In front of you is a nightmarish, tangled wood with thorns as big and sharp as knives. Behind you is a murderous puppet and his killer crowd.
What even is today?
You wisely choose the forest and rush in.
REWARD
Loot: The Theater
Traits: Harrow Suit: Crowns Veteran
When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it.
To Acquire: 
Charisma Divine 4+#
On any check, discard to bless, and non-blessing Harrow boons may be freely played. 
Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead.
Adventure Card Society characters may choose a bonus deck upgrade.
HERO POINT
All characters earn 1 Hero Point.
Merisiel and Quinn may spend this Hero Point on a Skill, Power, or Card feat.
Balazar may spend this Hero Point on a Power Feat.
ACQUIRED CARDS
- Landshark Whelp (Ally 4)
-  The Demon's Lantern (Blessing 4)
 
-  The Twin (Blessing 4)
 
-  The Inquisitor (Blessing 4)
 
-  The Fiend (Blessing 4)
 
-  The Real Rabbit Prince (Blessing 4)
 
- The Empty Throne (Blessing 4)
-  Silver War Paint (Item 4)
 
-  Fate-reader Lenses (Item 3)
 
- Banner of the Ancient Kings (Item 2)
-  Poison Blast (Spell 3)
 
- Unearthly Aim (Spell 2)
- Blackjack's Daggers (Weapon 4)

| BR EmpTyger | 
 
	
 
                
                
              
            
            Scenario A: The Theater (Replay)
You fall through darkness for what seems like hours before landing in a dark room. You take a moment to collect yourself. At least you and your companions managed to stay together.
Before you can fully regain your bearings, a light snaps on, blinding you for a moment. You blink away the dots in your vision to reveal that you’re standing on a raised stage surrounded by a huge audience of unusual figures. While they look like ordinary people, something is clearly off. They bear two eyes, a nose, a wicked curling smile, and glossy skin that shines in the bright lights. Stranger still is the fact that everyone looks so similar. In fact, the longer you look out at the crowd, the more you realize that they are all the same. This isn’t a crowd of many, but a group of copies of a single being replicated over and over and over again.
All of their eerily identical eyes are focused on you.
A second spotlight springs to life, revealing a handsome man holding a ventriloquist’s dummy. These two also look almost identical, except the dummy has blond hair and the man’s is dark. With a grating and shrill voice, the man begins to speak. At least, you think it’s the man; only the dummy’s mouth moves.
“Our illustrious patron, Zassrion, the Patchwork King, the Tyrant of the Harrow, has arranged an entertaining show for you tonight,” the puppet yells out in glee. “It is a daring tale of adventure, tragedy, and murder.” Murmurs of excitement rise up from the crowd, but their faces remain unmoving, staring only at you. Their grins seem to grow even wider as each member of the audience draws a blade. Hundreds of identical knives glint in the light, each held by an identical hand.
The puppet sweeps its arms upwards in the manner of a true showman. “Let the show begin!”
DURING THIS SCENARIO
When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
After the table coordinator announces the Second Act, shuffle into a stack the villain Balimar and Balio, 4 non-closing henchmen Wax Construct (Proxy B), and 4 monsters; shuffle 3 into The Theater and 2 into each other location.
To win, corner and defeat the villain Balimar and Balio.

| BR EmpTyger | 
 
	
 
                
                
              
            
            During This Adventure: Level 0-1 cards (except for Veterans and Harrows) have been removed from the vault.  If you run out of Harrow blessings, shuffle non-Harrow blessings back into the vault.
The harrow suit is the hour's suit.
When a character acquires a Harrow blessing, the Box Runner will report its name, its suit, and Normal challenge mode.
When 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 4.
On checks to acquire a Suit: Keys blessing, add 1d8.
During This Scenario: When a Wax Construct is undefeated, shuffle a non-closing henchman Wax Construct (Proxy B) into a random open location.
If The Theater is closed, and the villain Balimar and Balio is not cornered, build a new location The Theater and shuffle a closing henchman Wax Construct (Proxy A) into it, then the Box Runner will report a "Stage Clear" success.
Additional Rules: Story Banes:
Type: Monster
Traits: Construct Eidolon AND Storykin Summoner Veteran
To Defeat:
Combat 10+##
THEN Combat 12+##
OR Acrobatics Diplomacy
6+#
Before acting, each local character must succeed at a Dexterity or Acrobatics 4+# check or suffer 1d4 Fire damage.
If this monster would be defeated but you have neither the Knowledge skill nor the Perception skill, roll 1d4; on a 1, this monster is instead evaded.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
Traits:
Construct
Veteran 
To Defeat: 
Combat 11+## 
OR 
Craft/Disable 6+#
Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
After acting, either discard a card or bury a card from your discards.
If undefeated, suffer the scourge Dazed.
To win, corner and defeat the villain Balimar and Balio.
Scenario Level (#): 4
Location #1: Pits
Underground
Wild
At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage.
When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand.
When Permanently Closed: You may shuffle your deck.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Proxy A 
Location #2: The Theater
Urban
At This Location: When you encounter a monster from this location, another local character may first summon and encounter the same monster. If no monster is summoned or the summoned monster is not defeated, the difficulty to defeat is increased by #.
When Closing: Either succeed at a Charisma, Acrobatics, or Diplomacy 5+# check or summon and defeat the danger.
When Permanently Closed: Each other local character may draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: Proxy A 
Location #3: Office
Urban
At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead.
When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check.
When Permanently Closed: You may recharge any number of cards.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: Proxy A 
Location #4: Reading Room
Sacred
Urban
At This Location: On your check, if the hour is Harrow, add 1.
When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically.
When Permanently Closed: Heal a blessing.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 3
Located/Displayed Here: Proxy A
 
	
 
     
    