7-6B: Unknown As Well - Victory!! Development: The remains of golems and devils alike lie scattered about the hall – even the one you controlled was eventually ripped apart, weakened by some kind of neutralizing magic that emanated from the other two. But the devils’ leader still stands. Stands, in fact, with hardly a scratch from the fight. She favors you with another wicked grin as she looks over your own handiwork. “As I expected, you fight well. This alliance of ours may prove fruitful. Come, mortals, the artificer’s ritual chambers are this way.” She turns and leads you toward the secret door, the remaining devils falling in at the rear. Reward:
Acquired cards will be posted to the discussion.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 24, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Spoiler:
Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spoiler:
Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Spoiler:
Baykok
CotCT Monster 5 Traits: Trigger Undead To Defeat: Combat 21 When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Barriers Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Spoiler:
Vortex of Madness
CotCT Barrier 4 Traits: Curse Trigger To Defeat: Intelligence Perception 11 OR Wisdom Divine 13 When examined, encounter this barrier. If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier. Spoiler:
Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Weapons Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Dancing Dagger
CotCT Weapon 6 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 17 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3. On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Ukwar Axe
CotCT Weapon 6 Traits: Axe Loot Magic Melee Slashing To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it. Discard to explore. This exploration, on all checks against Undead banes, add 1d8. Spells Spoiler:
Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Spoiler:
Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Boneshatter
CotCT Spell 6 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 14 For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers. DURING RECOVERY
Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Armors Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Greater Bolstering Armor
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Darb Tuttle
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Divine 13 On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Blessings Spoiler:
The Cyclone
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+# On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again. Spoiler:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Our Lord In Iron
Core Blessing 3 Traits: Deity: Gorum Divine When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire: Divine Melee Ranged 8 On any non-Attack combat check, recharge to bless; reroll any dice showing 1. Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1. Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
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. Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. Current Hour: The Avalanche:
The Avalanche
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Hours Remaining: 6 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 2: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 3: Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Chambers Card 4: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Chambers Card 5: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 6: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers Card 7: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 8: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 9: Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 20, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Meladaemon
CotCT Monster 6 Traits: Fiend Outsider To Defeat: Combat 24 Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted. If undefeated, suffer the scourge Plagued. Spoiler:
Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Spoiler:
Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Spoiler:
Mobogo
CotCT Monster 6 Traits: Aberration To Defeat: Combat 25 Before acting, 2 local characters summon and encounter the story bane Boggard Champion. The difficulty to defeat is increased by twice your number of scourge markers. Spoiler:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Barriers Spoiler:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Spoiler:
Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Spoiler:
Vortex of Madness
CotCT Barrier 4 Traits: Curse Trigger To Defeat: Intelligence Perception 11 OR Wisdom Divine 13 When examined, encounter this barrier. If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier. Spoiler:
Exploding Runes
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 Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Limning Starknife
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. Spoiler:
Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Dancing Dagger
CotCT Weapon 6 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 17 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3. On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Corrosive Storm
CotCT Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 13 Freely display. While displayed: * On combat checks, add 2d6 and the Acid trait. * At the end of the turn, banish; each other character suffers 1 Acid damage. DURING RECOVERY
Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Spoiler:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Shapechange
CotCT Spell 6 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 13 At the start of your turn, choose 1. Until the start of the next turn: * Your Strength, Dexterity, and Constitution skills are 1d12+2. * Your hand size is 3. * Your hand size is 7. * Your hand size is 10. * At the end of the scenario, banish; if proficient, discard instead. Armors Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Items Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Lyre of Storms
CotCT Item 6 Traits: Instrument Magic To Acquire: Charisma Divine 12 On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity. At the end of any turn, discard this card to let any number of other characters move. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Allies Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Toff Ornelos
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Arcane 13 On a local check that invokes the Magic trait, recharge to add 1d8. Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6. Spoiler:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Spoiler:
Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Blessings Spoiler:
The Worldbreaker
Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler:
Zon-kuthon's Pain
Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler:
Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler:
The Eternal Rose
Core Blessing 3 Traits: Deity: Shelyn Divine When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8 On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1. Spoiler:
Grandmother Nightmare
Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Hour Power: On your check against a barrier, you may recharge a card to add your Intelligence die. Current Hour: The Joke:
The Joke
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Hours Remaining: 10 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Chambers Card 2: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 3: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 4: Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Chambers Card 5: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Chambers Card 6: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 7: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers Card 8: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 9: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 10:
Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, Kyra/Kulko, Caves Card 1: Old Deadeye
Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Caves Card 2: Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Caves Card 3: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 4: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Caves Card 5: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 16, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spoiler:
Roc
CotCT Monster 4 Traits: Animal To Defeat: Combat 19 If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location. Spoiler:
Xenarth
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. Spoiler:
Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Spoiler:
Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Barriers Spoiler:
Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Spoiler:
Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Spoiler:
Exploding Runes
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 Spoiler:
Serithtial
CotCT Weapon 6 Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword To Acquire: Strength Acrobatics Melee 19 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
Ashbringer
CotCT Weapon 6 Traits: 2-Handed Loot Magic Melee Scythe Slashing To Acquire: Strength Melee 18 For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location. Spoiler:
Ukwar Axe
CotCT Weapon 6 Traits: Axe Loot Magic Melee Slashing To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it. Discard to explore. This exploration, on all checks against Undead banes, add 1d8. Spells Spoiler:
Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Armors Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Greater Bolstering Armor
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Items Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Allies Spoiler:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Spoiler:
Formian Myrmidon
CotCT Ally 6 Traits: Aristocrat Formian To Acquire: Intelligence Knowledge 15 OR Charisma Diplomacy 14 On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value. Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Spoiler:
Pegg and Louie
CotCT Ally 5 Traits: Ghost Undead To Acquire: Wisdom Survival 13 OR Suffer The Scourge Frightened 0 When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced. Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened. Blessings Spoiler:
The Carnival
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The Eternal Rose
Core Blessing 3 Traits: Deity: Shelyn Divine When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8 On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1. Spoiler:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Hour Power: At the start of your turn, summon and encounter an ally. Current Hour: The Marriage:
The Marriage
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
The Joke CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 11 Kyra/Kulko: Hourglass Card 10 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 12 Hayato/rhynndavrie: Hourglass Card 11 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 13 Rivani/sirrogue: Hourglass Card 12 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul: Hourglass Card 13 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Norgorber's Shadow
Core Blessing 2 Traits: Deity: Norgorber Divine Veteran When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+# On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore. Chambers Card 2: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Chambers Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Chambers Card 4: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 5: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 6: Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Chambers Card 7: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Chambers Card 8: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 9: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers Card 10: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 11: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 12:
Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Rivani/sirrogue, Shield Guardian Caves Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 2: Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Caves Card 3: Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Caves Card 4: Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Caves Card 5: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 6: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 7: Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Caves Card 8: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Caves Card 9: Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Caves Card 10: Old Deadeye
Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Caves Card 11:
Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Location #6: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Arabundi/Chthonicthul, Kyra/Kulko, Divine Fortune Crypt Card 1 (Villain Proxy V1): Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 13, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Emperor Scorpion
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. Spoiler:
Mobogo
CotCT Monster 6 Traits: Aberration To Defeat: Combat 25 Before acting, 2 local characters summon and encounter the story bane Boggard Champion. The difficulty to defeat is increased by twice your number of scourge markers. Spoiler:
Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Spoiler:
Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Spoiler:
Toad Demon
CotCT Monster 6 Traits: Demon Outsider To Defeat: Combat 28 Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire. Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage. After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted. Barriers Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Spoiler:
Paralytic Pulse
CotCT Barrier 6 Traits: Trap Trigger To Defeat: Wisdom 15 OR Disable 13 When examined, move to this barrier's location and encounter it. After acting, a random local character summons and encounters the danger. If undefeated, each local character suffers the scourge Exhausted. Spoiler:
Exploding Runes
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. Spoiler:
Obsession of Servitude
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * At the start of your turn, move to a random location. * Evade boons you encounter. * You may not play boons except during encounters with banes. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Weapons Spoiler:
Guardian Bow
CotCT Weapon 6 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 15 For your combat check, reveal to use Dexterity or Ranged + 1d8+3. If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Dancing Dagger
CotCT Weapon 6 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 17 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 2d4+3. On a local combat check, freely reveal to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Corrosive Storm
CotCT Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 13 Freely display. While displayed: * On combat checks, add 2d6 and the Acid trait. * At the end of the turn, banish; each other character suffers 1 Acid damage. DURING RECOVERY
Spoiler:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Armors Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Staff of Greater Necromancy
CotCT Item 6 Traits: Arcane Attack Divine Loot Magic Staff To Acquire: Arcane Divine 12 For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies. Spoiler:
Lyre of Storms
CotCT Item 6 Traits: Instrument Magic To Acquire: Charisma Divine 12 On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity. At the end of any turn, discard this card to let any number of other characters move. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Spoiler:
Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Allies Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Spoiler:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Blessings Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Lady Luck
Core Blessing 3 Traits: Deity: Desna Divine When this is the hour: When you play a blessing, you may give a card to any character. To Acquire: Wisdom Divine Perception 8 On any check, freely discard to reroll. Discard to move, then explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Hour Power: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. Current Hour: The Prince of Pain:
The Prince of Pain
Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Hours Remaining: 17 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Joke CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 2: Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Chambers Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Chambers Card 4: Norgorber's Shadow
Core Blessing 2 Traits: Deity: Norgorber Divine Veteran When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+# On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore. Chambers Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Chambers Card 6: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 7: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 8: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers Card 9: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 10: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 11:
Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Location #2: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Rivani/sirrogue, Kyra/Kulko, Shield Guardian Dungeons Card 1: Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Dungeons Card 2: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Dungeons Card 3:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Caves Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 2: Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Caves Card 3: Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Caves Card 4: Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Caves Card 5: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 6: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 7: Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Caves Card 8: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Caves Card 9: Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Caves Card 10: Old Deadeye
Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Caves Card 11:
Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Location #6: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2 Located/Displayed Here: Hayato/rhynndavrie, Arabundi/Chthonicthul, None Crypt Card 1: Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Crypt Card 2: Shapechange
CotCT Spell 6 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 13 At the start of your turn, choose 1. Until the start of the next turn: * Your Strength, Dexterity, and Constitution skills are 1d12+2. * Your hand size is 3. * Your hand size is 7. * Your hand size is 10. * At the end of the scenario, banish; if proficient, discard instead. Crypt Card 3: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Crypt Card 4: Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Crypt Card 5: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Crypt Card 6: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 7: Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Crypt Card 8: False Heroes
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Crypt Card 9: Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Crypt Card 10: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location.
Golem wasn't used and you have a card to recharge, no reason not to. ----------- During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 11, Kyra/Kulko Random Cards:
Monsters Spoiler:
Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spoiler:
Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spoiler:
Scarlet Walker
CotCT Monster 6 Traits: Outsider Sorcerer To Defeat: Combat 27 OR Arcane Divine 14 Immune to Acid, Cold, and Poison. Resistant to Attack. Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards. Barriers Spoiler:
Vortex of Madness
CotCT Barrier 4 Traits: Curse Trigger To Defeat: Intelligence Perception 11 OR Wisdom Divine 13 When examined, encounter this barrier. If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Spoiler:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Spoiler:
Palace Patrols
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d6. Each local character summons and encounters the corresponding story bane: 1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter. Spoiler:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Weapons Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Limning Starknife
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. Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spoiler:
Serithtial
CotCT Weapon 6 Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword To Acquire: Strength Acrobatics Melee 19 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally. Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spells Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Spoiler:
Sadomasochism
CotCT Spell 6 Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Armors Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Greater Bolstering Armor
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Items Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Lyre of Storms
CotCT Item 6 Traits: Instrument Magic To Acquire: Charisma Divine 12 On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity. At the end of any turn, discard this card to let any number of other characters move. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Allies Spoiler:
Toff Ornelos
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Arcane 13 On a local check that invokes the Magic trait, recharge to add 1d8. Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Blessings Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
The Brass Dwarf
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Hour Power: When you would bury a boon, succeed at its check to acquire or banish it instead. Current Hour: The Crows:
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. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie: Spoiler: Hourglass Card 2 Rivani/sirrogue: Hourglass Card 1 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 3 Arabundi/Chthonicthul: Hourglass Card 2 Rivani/sirrogue
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 4 Kyra/Kulko: Hourglass Card 3 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 5 Hayato/rhynndavrie: Hourglass Card 4 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 6 Rivani/sirrogue: Hourglass Card 5 Hayato/rhynndavrie
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 7 Arabundi/Chthonicthul: Hourglass Card 6 Rivani/sirrogue
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 8 Kyra/Kulko: Hourglass Card 7 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 9 Hayato/rhynndavrie: Hourglass Card 8 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 10 Rivani/sirrogue: Hourglass Card 9 Hayato/rhynndavrie
The Joke CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 11 Arabundi/Chthonicthul: Hourglass Card 10 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 12 Kyra/Kulko: Hourglass Card 11 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 13 Hayato/rhynndavrie: Hourglass Card 12 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 14 Rivani/sirrogue: Hourglass Card 13 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 15 Arabundi/Chthonicthul: Hourglass Card 14 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 16 Kyra/Kulko: Hourglass Card 15 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 17 Hayato/rhynndavrie: Hourglass Card 16 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 18 Rivani/sirrogue: Hourglass Card 17 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 19 Arabundi/Chthonicthul: Hourglass Card 18 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 19 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 2: Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Chambers Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Chambers Card 4: Norgorber's Shadow
Core Blessing 2 Traits: Deity: Norgorber Divine Veteran When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+# On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore. Chambers Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Chambers Card 6: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 7: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 8: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers Card 9: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 10: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 11:
Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Location #2: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, Kyra/Kulko, None Dungeons Card 1 (Hippogriff): Hippogriff
CotCT Ally 6 Traits: Animal Mount To Acquire: Wisdom Survival 16 On a local combat check, recharge to add 2d4. Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter. Dungeons Card 2: Emperor Scorpion
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. Dungeons Card 3: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 4: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Dungeons Card 5: Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Dungeons Card 6: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Dungeons Card 7:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Shield Guardian Caves Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 2: Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Caves Card 3: Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Caves Card 4: Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Caves Card 5: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 6: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 7: Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Caves Card 8: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Caves Card 9: Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Caves Card 10: Old Deadeye
Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Caves Card 11:
Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Location #6: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2 Located/Displayed Here: Arabundi/Chthonicthul, None Crypt Card 1: Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Crypt Card 2: Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Crypt Card 3: Shapechange
CotCT Spell 6 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 13 At the start of your turn, choose 1. Until the start of the next turn: * Your Strength, Dexterity, and Constitution skills are 1d12+2. * Your hand size is 3. * Your hand size is 7. * Your hand size is 10. * At the end of the scenario, banish; if proficient, discard instead. Crypt Card 4: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Crypt Card 5: Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Crypt Card 6: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Crypt Card 7: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 8: Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Crypt Card 9: False Heroes
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Crypt Card 10: Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Crypt Card 11: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 9, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spoiler:
Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spoiler:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Infernal Warhounds
CotCT Monster 6 Traits: Outsider To Defeat: Combat 21 Immune to Fire. Vulnerable to Cold. Before acting, each local character suffers 1 Fire damage. After the encounter, a random local character summons and encounters this monster. Barriers Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Paralytic Pulse
CotCT Barrier 6 Traits: Trap Trigger To Defeat: Wisdom 15 OR Disable 13 When examined, move to this barrier's location and encounter it. After acting, a random local character summons and encounters the danger. If undefeated, each local character suffers the scourge Exhausted. Spoiler:
Warband
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. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Serithtial
CotCT Weapon 6 Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword To Acquire: Strength Acrobatics Melee 19 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally. Spoiler:
Limning Starknife
CotCT Weapon 4 Traits: Finesse Knife Magic Melee Piercing Ranged Respect To Acquire: Strength Dexterity Acrobatics Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2. On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check. After playing this weapon on a check, powers that reroll dice may be ignored. Spells Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Repulsion
CotCT Spell 6 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 14 Display. While displayed: * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Armors Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Greater Bolstering Armor
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Items Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Spoiler:
Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Allies Spoiler:
Toff Ornelos
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Arcane 13 On a local check that invokes the Magic trait, recharge to add 1d8. Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Spoiler:
Formian Myrmidon
CotCT Ally 6 Traits: Aristocrat Formian To Acquire: Intelligence Knowledge 15 OR Charisma Diplomacy 14 On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value. Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore. Spoiler:
Lyrune-quah Moon Maiden
CotCT Ally 5 Traits: Barbarian Human Loot Respect To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0 Display. While displayed: * On all combat and Fortitude 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 combat and Fortitude checks, add 3. Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Blessings Spoiler:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Hour Power: Your Ranged check is blessed. Current Hour: The Winged Serpent:
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. Hours Remaining: 21 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
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. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Joke CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 21 Arabundi/Chthonicthul: Hourglass Card 20 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 21 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Chambers Card 2: Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Chambers Card 3: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 4: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 5: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 6: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 7: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 8: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Chambers Card 9: Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Chambers Card 10:
Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #2: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Kyra/Kulko, None Dungeons Card 1: Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Dungeons Card 2: Ancient Black Dragon
CotCT Monster 6 Traits: Acid Dragon To Defeat: Combat 28 OR Diplomacy 18 Immune to Acid. All damage is Acid. Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded. Dungeons Card 3: Hippogriff
CotCT Ally 6 Traits: Animal Mount To Acquire: Wisdom Survival 16 On a local combat check, recharge to add 2d4. Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter. Dungeons Card 4: Emperor Scorpion
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. Dungeons Card 5: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 6: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Dungeons Card 7: Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Dungeons Card 8: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Dungeons Card 9:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Location #3: Ruin Urban At This Location: When a monster is undefeated, shuffle a new monster into the location. When Closing: Summon and defeat the danger. When Permanently Closed: Shuffle a new monster into another location. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Rivani/sirrogue, Arabundi/Chthonicthul, Warning Bells, Ruin Card 1: Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Ruin Card 2: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Ruin Card 3: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Ruin Card 4: Meladaemon
CotCT Monster 6 Traits: Fiend Outsider To Defeat: Combat 24 Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted. If undefeated, suffer the scourge Plagued. Ruin Card 5: Boneshatter
CotCT Spell 6 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 14 For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers. DURING RECOVERY
Ruin Card 6: Roc
CotCT Monster 4 Traits: Animal To Defeat: Combat 19 If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location. Ruin Card 7: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 8:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Shield Guardian Caves Card 1: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Caves Card 2: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 3: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 4: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 5: Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Caves Card 6: Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Caves Card 7: Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Caves Card 8: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Caves Card 9: Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Caves Card 10:
Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Location #6: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Crypt Card 2: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Crypt Card 3: False Heroes
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Crypt Card 4: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Crypt Card 5: Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Crypt Card 6: Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Crypt Card 7: Shapechange
CotCT Spell 6 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 13 At the start of your turn, choose 1. Until the start of the next turn: * Your Strength, Dexterity, and Constitution skills are 1d12+2. * Your hand size is 3. * Your hand size is 7. * Your hand size is 10. * At the end of the scenario, banish; if proficient, discard instead. Crypt Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Crypt Card 9: Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Crypt Card 10: Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 5, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spoiler:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
Banshee
CotCT Monster 5 Traits: Banshee Undead To Defeat: Combat 21 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, discard them from the top of your deck. Spoiler:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Barriers Spoiler:
Paralytic Pulse
CotCT Barrier 6 Traits: Trap Trigger To Defeat: Wisdom 15 OR Disable 13 When examined, move to this barrier's location and encounter it. After acting, a random local character summons and encounters the danger. If undefeated, each local character suffers the scourge Exhausted. Spoiler:
Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Spoiler:
Vortex of Madness
CotCT Barrier 4 Traits: Curse Trigger To Defeat: Intelligence Perception 11 OR Wisdom Divine 13 When examined, encounter this barrier. If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier. Spoiler:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Weapons Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Ashbringer
CotCT Weapon 6 Traits: 2-Handed Loot Magic Melee Scythe Slashing To Acquire: Strength Melee 18 For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location. Spoiler:
Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Ukwar Axe
CotCT Weapon 6 Traits: Axe Loot Magic Melee Slashing To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it. Discard to explore. This exploration, on all checks against Undead banes, add 1d8. Spells Spoiler:
Repulsion
CotCT Spell 6 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 14 Display. While displayed: * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Corrosive Storm
CotCT Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 13 Freely display. While displayed: * On combat checks, add 2d6 and the Acid trait. * At the end of the turn, banish; each other character suffers 1 Acid damage. DURING RECOVERY
Spoiler:
Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Armors Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Spoiler:
Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Staff of Greater Healing
CotCT Item 6 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 14 At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them. Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters. Allies Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Darb Tuttle
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Divine 13 On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead. Blessings Spoiler:
Lady of Valor
Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
Asmodeus's Tyranny
Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler:
The Mute Hag
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler:
The 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. Spoiler:
The Lucky Drunk
Core Blessing 3 Traits: Deity: Cayden Cailean Divine When this is the hour: After your exploration, you may move to a random location. To Acquire: Charisma Divine Fortitude 8 On another local character's check, discard to bless twice. Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2. Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3. Current Hour: The Eclipse:
The Eclipse
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Hours Remaining: 25 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Mountain Man CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
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. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
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. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
The Joke CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 21 Arabundi/Chthonicthul: Hourglass Card 20 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 22 Kyra/Kulko: Hourglass Card 21 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 23 Hayato/rhynndavrie: Hourglass Card 22 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 24 Rivani/sirrogue: Hourglass Card 23 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 25 Arabundi/Chthonicthul: Hourglass Card 24 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 25 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Chambers Card 2: Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Chambers Card 3: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 4: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 5: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 6: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 7: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 8: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Chambers Card 9: Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Chambers Card 10:
Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #2: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Dungeons Card 1: Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Dungeons Card 2: Ancient Black Dragon
CotCT Monster 6 Traits: Acid Dragon To Defeat: Combat 28 OR Diplomacy 18 Immune to Acid. All damage is Acid. Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded. Dungeons Card 3: Hippogriff
CotCT Ally 6 Traits: Animal Mount To Acquire: Wisdom Survival 16 On a local combat check, recharge to add 2d4. Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter. Dungeons Card 4: Emperor Scorpion
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. Dungeons Card 5: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 6: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Dungeons Card 7: Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Dungeons Card 8: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Dungeons Card 9:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Location #3: Ruin Urban At This Location: When a monster is undefeated, shuffle a new monster into the location. When Closing: Summon and defeat the danger. When Permanently Closed: Shuffle a new monster into another location. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, Warning Bells, Shield Guardian Ruin Card 1: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Ruin Card 2: Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Ruin Card 3: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Ruin Card 4: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Ruin Card 5: Meladaemon
CotCT Monster 6 Traits: Fiend Outsider To Defeat: Combat 24 Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted. If undefeated, suffer the scourge Plagued. Ruin Card 6: Boneshatter
CotCT Spell 6 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 14 For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers. DURING RECOVERY
Ruin Card 7: Roc
CotCT Monster 4 Traits: Animal To Defeat: Combat 19 If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location. Ruin Card 8: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 9:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Caves Card 1: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Caves Card 2: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 3: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 4: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 5: Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Caves Card 6: Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Caves Card 7: Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Caves Card 8: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Caves Card 9: Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Caves Card 10:
Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, Kyra/Kulko, Lair Card 1: Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Lair Card 2: Palace Patrols
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d6. Each local character summons and encounters the corresponding story bane: 1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter. Lair Card 3: Warlord Devil
CotCT Monster 6 Traits: Devil Outsider To Defeat: Combat 26 Immune to Fire and Poison. Resistant to Acid and Cold. Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list. If undefeated, suffer the scourge Wounded. Lair Card 4: Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Lair Card 5: Kazavon's Shield
CotCT Armor 6 Traits: Loot Magic Offhand Shield To Acquire: Constitution Divine Fortitude 12 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Lair Card 6:
Keen Orcish Axe
None Weapon 5 Traits: Axe Melee Slashing Magic Loot To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6. On a check against a Lock or Obstacle barrier, reload to add 1d8. Location #6: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Crypt Card 2: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Crypt Card 3: False Heroes
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Crypt Card 4: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Crypt Card 5: Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Crypt Card 6: Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Crypt Card 7: Shapechange
CotCT Spell 6 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 13 At the start of your turn, choose 1. Until the start of the next turn: * Your Strength, Dexterity, and Constitution skills are 1d12+2. * Your hand size is 3. * Your hand size is 7. * Your hand size is 10. * At the end of the scenario, banish; if proficient, discard instead. Crypt Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Crypt Card 9: Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Crypt Card 10: Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 1, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spoiler:
Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Spoiler:
Baykok
CotCT Monster 5 Traits: Trigger Undead To Defeat: Combat 21 When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed. Spoiler:
Fury Devil
CotCT Monster 5 Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. Resistant to Acid and Cold. Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened. If undefeated, each local character suffers 1d4 Force damage. Spoiler:
Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Barriers Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Spoiler:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Weapons Spoiler:
Keen Spiked Chain
CotCT Weapon 5 Traits: 2-Handed Chain Finesse Magic Melee Piercing To Acquire: Strength Acrobatics Melee 15 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Shocking Sawtooth Saber
CotCT Weapon 6 Traits: Electricity Finesse Magic Melee Red Mantis Slashing Sword To Acquire: Strength Acrobatics Melee 16 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8. If proficient, you may additionally discard to add another 1d8+6. Spoiler:
Serithtial
CotCT Weapon 6 Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword To Acquire: Strength Acrobatics Melee 19 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally. Spoiler:
Guardian Bow
CotCT Weapon 6 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 15 For your combat check, reveal to use Dexterity or Ranged + 1d8+3. If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Corrosive Storm
CotCT Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 13 Freely display. While displayed: * On combat checks, add 2d6 and the Acid trait. * At the end of the turn, banish; each other character suffers 1 Acid damage. DURING RECOVERY
Spoiler:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Dominate
CotCT Spell 6 Traits: Arcane Attack Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 13 When you encounter a monster, banish to evade it, then search your location for a boon and draw it. DURING RECOVERY
Armors Spoiler:
Greater Bolstering Armor
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Pegg and Louie
CotCT Ally 5 Traits: Ghost Undead To Acquire: Wisdom Survival 13 OR Suffer The Scourge Frightened 0 When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced. Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened. Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Blessings Spoiler:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
The Empty Throne
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, you may banish a boon to reroll a die. To Acquire: Charisma Divine 4+# On any check, discard to bless. Discard to ignore a bane's before acting or after acting powers. Discard to explore. This exploration, you may ignore banes' before acting or after acting powers. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Zon-kuthon's Pain
Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler:
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. Hour Power: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. Current Hour: The Lady of Mysteries:
The Lady of Mysteries
Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
The Eclipse CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Mountain Man CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
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. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
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. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
The Joke CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 21 Arabundi/Chthonicthul: Hourglass Card 20 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 22 Kyra/Kulko: Hourglass Card 21 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 23 Hayato/rhynndavrie: Hourglass Card 22 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 24 Rivani/sirrogue: Hourglass Card 23 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 25 Arabundi/Chthonicthul: Hourglass Card 24 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 26 Kyra/Kulko: Hourglass Card 25 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 27 Hayato/rhynndavrie: Hourglass Card 26 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 28 Rivani/sirrogue: Hourglass Card 27 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 29 Arabundi/Chthonicthul: Hourglass Card 28 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 29 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Chambers Card 1: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Chambers Card 2: Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Chambers Card 3: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Chambers Card 4: Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Chambers Card 5: Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Chambers Card 6: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Chambers Card 7: Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Chambers Card 8: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Chambers Card 9: Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Chambers Card 10:
Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #2: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Dungeons Card 2: Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Dungeons Card 3: Ancient Black Dragon
CotCT Monster 6 Traits: Acid Dragon To Defeat: Combat 28 OR Diplomacy 18 Immune to Acid. All damage is Acid. Before acting, each local character must succeed at a Dexterity or Acrobatics 11 check or suffer 1d4 damage and the scourge Wounded. Dungeons Card 4: Hippogriff
CotCT Ally 6 Traits: Animal Mount To Acquire: Wisdom Survival 16 On a local combat check, recharge to add 2d4. Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter. Dungeons Card 5: Emperor Scorpion
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. Dungeons Card 6: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 7: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Dungeons Card 8: Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Dungeons Card 9: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Dungeons Card 10:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Location #3: Ruin Urban At This Location: When a monster is undefeated, shuffle a new monster into the location. When Closing: Summon and defeat the danger. When Permanently Closed: Shuffle a new monster into another location. M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, None Ruin Card 1: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Ruin Card 2: Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Ruin Card 3: Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Ruin Card 4: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Ruin Card 5: Meladaemon
CotCT Monster 6 Traits: Fiend Outsider To Defeat: Combat 24 Immune to Acid and Poison. Resistant to Cold, Electricity, and Fire. Before acting, each local character must succeed at a Constitution or Fortitude 11 check or suffer the scourge Exhausted. If undefeated, suffer the scourge Plagued. Ruin Card 6: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Ruin Card 7: Boneshatter
CotCT Spell 6 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 14 For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers. DURING RECOVERY
Ruin Card 8: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 9: Roc
CotCT Monster 4 Traits: Animal To Defeat: Combat 19 If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location. Ruin Card 10:
Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Caves Card 1: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Caves Card 2: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 3: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 4: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 5: Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Caves Card 6: Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Caves Card 7: Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Caves Card 8: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Caves Card 9: Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Caves Card 10:
Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Kyra/Kulko, Shield Guardian Lair Card 1: Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
Lair Card 2: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Lair Card 3: Mantle of Faith
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 15 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against a story bane, you may freely discard to add your Divine modifier. Lair Card 4: Wyvern
CotCT Monster 4 Traits: Dragon To Defeat: Combat 18 OR Survival 12 Damage suffered from this monster may not be reduced. Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned. Lair Card 5: Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Lair Card 6: Palace Patrols
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d6. Each local character summons and encounters the corresponding story bane: 1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter. Lair Card 7: Warlord Devil
CotCT Monster 6 Traits: Devil Outsider To Defeat: Combat 26 Immune to Fire and Poison. Resistant to Acid and Cold. Before acting, succeed at a Constitution or Fortitude 11 check or suffer Force damage equal to the number of blessings in your deck list. If undefeated, suffer the scourge Wounded. Lair Card 8: Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Lair Card 9: Kazavon's Shield
CotCT Armor 6 Traits: Loot Magic Offhand Shield To Acquire: Constitution Divine Fortitude 12 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Lair Card 10:
Keen Orcish Axe
None Weapon 5 Traits: Axe Melee Slashing Magic Loot To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6. On a check against a Lock or Obstacle barrier, reload to add 1d8. Location #6: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Crypt Card 2: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Crypt Card 3: False Heroes
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Crypt Card 4: Villain Proxy V2
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a Villain. Please refer to the scenario text for the Proxy B definition. Crypt Card 5: Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Crypt Card 6: Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Crypt Card 7: Shapechange
CotCT Spell 6 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 13 At the start of your turn, choose 1. Until the start of the next turn: * Your Strength, Dexterity, and Constitution skills are 1d12+2. * Your hand size is 3. * Your hand size is 7. * Your hand size is 10. * At the end of the scenario, banish; if proficient, discard instead. Crypt Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Crypt Card 9: Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Crypt Card 10: Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster.
Shield Guardian starts at: 1d6 ⇒ 5 Lair --------- During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6B: Unknown As Well At the beginning of each turn, move the Shield Guardian to a random location. After your move step, you may recharge a card to move the Shield Guardian to your location or to a random other location. For your check to defeat a monster at the Shield Guardian's location, use 3d12+5. Characters may not play any cards except Blessings on this check. If you succeed roll a d6. If you fail roll a d12. If the result of the roll is less than or equal to the number of open locations, banish the Shield Guardian. When you defeat and corner a villain, display it next to the hourglass. To win, both villains must be displayed next to the hourglass. Additional Rules: Danger:
Villain:
Kazavon's Iron Golem-Proxy V1 and V2:
Story Bane Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Henchman (Non-Closing):
Sentinel Devil-Proxy A:
Story Bane Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Villains cornered
Scenario Level (#): 6 Turn: 0, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Yzahnum the Efreeti
CotCT Monster 6 Traits: Fire Outsider To Defeat: Combat 23 Before acting, roll 1d6. 1-2. This monster is evaded; add the new location Twisting Passages and move to it. 3-4. Treat every feat on your character and role card as unchecked until the end of the turn. 5-6. Bury your discards, then discard your hand. If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle. Spoiler:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Spoiler:
Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Spoiler:
Warsworn
CotCT Monster 6 Traits: Undead To Defeat: Combat 26 Immune to Mental and Poison. Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards. If undefeated, suffer the scourge Drained. Spoiler:
Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Barriers Spoiler:
Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Warband
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. Spoiler:
Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Weapons Spoiler:
Ukwar Axe
CotCT Weapon 6 Traits: Axe Loot Magic Melee Slashing To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d8+1; against an Undead bane, add another 1d8. You may additionally discard this card or a spell to add another 1d8; if proficient, you may reload that card instead of discarding it. Discard to explore. This exploration, on all checks against Undead banes, add 1d8. Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Spoiler:
Sadomasochism
CotCT Spell 6 Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Dominate
CotCT Spell 6 Traits: Arcane Attack Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 13 When you encounter a monster, banish to evade it, then search your location for a boon and draw it. DURING RECOVERY
Armors Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Items Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Allies Spoiler:
Lyrune-quah Moon Maiden
CotCT Ally 5 Traits: Barbarian Human Loot Respect To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0 Display. While displayed: * On all combat and Fortitude 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 combat and Fortitude checks, add 3. Spoiler:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Blessings Spoiler:
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. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
The Eclipse CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
The Mountain Man CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
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. Spoiler: Hourglass Card 11 Kyra/Kulko: Hourglass Card 10 Arabundi/Chthonicthul
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 12 Hayato/rhynndavrie: Hourglass Card 11 Kyra/Kulko
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. Spoiler: Hourglass Card 13 Rivani/sirrogue: Hourglass Card 12 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul: Hourglass Card 13 Rivani/sirrogue
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 15 Kyra/Kulko: Hourglass Card 14 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 16 Hayato/rhynndavrie: Hourglass Card 15 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 17 Rivani/sirrogue: Hourglass Card 16 Hayato/rhynndavrie
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 18 Arabundi/Chthonicthul: Hourglass Card 17 Rivani/sirrogue
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 19 Kyra/Kulko: Hourglass Card 18 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Hayato/rhynndavrie: Hourglass Card 19 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 21 Rivani/sirrogue: Hourglass Card 20 Hayato/rhynndavrie
The Joke CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 22 Arabundi/Chthonicthul: Hourglass Card 21 Rivani/sirrogue
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 23 Kyra/Kulko: Hourglass Card 22 Arabundi/Chthonicthul
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 24 Hayato/rhynndavrie: Hourglass Card 23 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 25 Rivani/sirrogue: Hourglass Card 24 Hayato/rhynndavrie
The Avalanche CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler: Hourglass Card 26 Arabundi/Chthonicthul: Hourglass Card 25 Rivani/sirrogue
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 27 Kyra/Kulko: Hourglass Card 26 Arabundi/Chthonicthul
The Real Rabbit Prince CotCT Blessing 1 Traits: Harrow Promo Suit: Keys Veteran When this is the hour: At the start of your turn, draw this card. To Acquire: Dexterity Melee 6+# While this card is in your hand or when you play it, treat it as either an ally or a blessing. On your combat check, discard into a random character's discards to bless. Discard into a random character's discards to explore. This exploration, your checks are blessed. Spoiler: Hourglass Card 28 Hayato/rhynndavrie: Hourglass Card 27 Kyra/Kulko
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 29 Rivani/sirrogue: Hourglass Card 28 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 30 Arabundi/Chthonicthul: Hourglass Card 29 Rivani/sirrogue
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 30 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Chambers
Location #2: Dungeons
Location #3: Ruin
Location #4: Caves
Location #5: Lair
Location #6: Crypt
7-6B: Unknown As Well You followed in the wake of the golem’s passage, suppressing a laugh at its habit of walking through the door frames instead of under them. The first room was as you expected – some kind of holding area where the fiends that Bathus had summoned were trapped. Clearly, they had been there for some time, based on the number of scribblings etched into the walls. You shook your head at the mere happenstance that the golem’s weight cracked open their prison and let them loose upon you. In short order, you reached a large, columned hall where you found a group of devils waiting – calmly – for you to enter. That was unsettling enough, but their interest in parley was truly surprising. Now you stand before the group, eyeing them warily, hands resting cautiously on your weapons. The leader, easily as tall as your golem, speaks to you in a confident tone as she gestures for the others to keep their distance. “You say you hunt for that thrice-cursed artificer, yet you are accompanied by one of his creations. Why should we help? You seem quite capable on your own.” A wicked grin appears on her face, the matching glint in her eye giving you pause as she asks, “What’s in it for us, mortals?” Over the chorus of whispered threats and hisses from the other devils, you call out, “Revenge. Freedom. Take your pick. Help us prevent Bathus from collecting the souls he needs, and we’ll ensure you a painless return to your plane.” The leader flicks her horns disdainfully at the implied threat, but is clearly considering the offer nonetheless. Her answer is cut off, however, by a voice booming out from a pair of golems that burst through a secret door at the far end of the hall. “Minions!” Bathus’s projected words ring out. “How dare you betray me! Destroy these interlopers or you will suffer!” Brilliant blue and white lights shine forth from the runes carved into the golems, causing the devils to clutch their heads in pain before either running from the room or succumbing to the mage’s control and turning towards you. All that is, except the leader and her elite cadre. Fighting back against the magic, she spits out the words, “Our deal is struck, but I claim Bathus’s last breath.” Not waiting for your acknowledgement, she hurls herself into the coming onslaught, her lieutenants only half a step behind. Deciding to worry about Bathus’s fate later, you follow her in.
7-6A: Unknown - Acquired Cards Limning Starknife (Weapon 4)
Dominate (Spell 6)
Greater Bolstering Armor (Armor 6)
Dust of Revealing (Item 4)
The Cyclone (Blessing 1) 1 HP for victory.
7-6A: Unknown Development:
The golem sits before you, damaged but intact. More importantly, it is inert, as Merriman Ardoc called it. You listen to his instructions, broadcast from the comfort of his study through the focus stone. Tracing the lines of power carved into the construct’s torso and head, you repeat the words he gives you. After a few seconds that seem like minutes, its eyes flicker to life. It stands, and you can feel it … waiting. You give it a tentative command, and it obeys. You grin at your companions and order the golem deeper into the complex after Bathus. Reward:
Acquired cards posted to discussion.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Markers
Scenario Level (#): 6 Turn: 17, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Spoiler:
Yzahnum the Efreeti
CotCT Monster 6 Traits: Fire Outsider To Defeat: Combat 23 Before acting, roll 1d6. 1-2. This monster is evaded; add the new location Twisting Passages and move to it. 3-4. Treat every feat on your character and role card as unchecked until the end of the turn. 5-6. Bury your discards, then discard your hand. If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle. Spoiler:
Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Barriers Spoiler:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Spoiler:
Palace Patrols
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d6. Each local character summons and encounters the corresponding story bane: 1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter. Spoiler:
Perplexing Text
Core Barrier 1 Traits: Cache Veteran To Defeat: Intelligence Knowledge 7+# If undefeated, end your turn. If defeated, draw a new spell or Book item. Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Spoiler:
Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Weapons Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Ashbringer
CotCT Weapon 6 Traits: 2-Handed Loot Magic Melee Scythe Slashing To Acquire: Strength Melee 18 For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location. Spoiler:
Guardian Bow
CotCT Weapon 6 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 15 For your combat check, reveal to use Dexterity or Ranged + 1d8+3. If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Spoiler:
Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Spoiler:
Repulsion
CotCT Spell 6 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 14 Display. While displayed: * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore. * At the end of the turn, banish. DURING RECOVERY
Armors Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Items Spoiler:
Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Lyre of Storms
CotCT Item 6 Traits: Instrument Magic To Acquire: Charisma Divine 12 On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity. At the end of any turn, discard this card to let any number of other characters move. Allies Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
Toff Ornelos
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Arcane 13 On a local check that invokes the Magic trait, recharge to add 1d8. Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6. Spoiler:
Formian Myrmidon
CotCT Ally 6 Traits: Aristocrat Formian To Acquire: Intelligence Knowledge 15 OR Charisma Diplomacy 14 On a local combat or Intelligence check, discard to change the value of 1 die to its highest possible value. Bury to examine the top card of each location. Then, if you are not in an encounter, you may move then explore. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Blessings Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
The Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The Lady of Mysteries
Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler:
The Hidden Truth
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Hour Power: On each check, the first blessing played to bless may be played freely. Current Hour: Desna's Freedom:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 12 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #5: Lair
Lair Card 1: Shield Guardian
None Story Bane 4 Type: Monster Traits: Construct Golem Veteran To Defeat: Combat 12+## Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled. Lair Card 2:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Location #6: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, Kyra/Kulko, None Pits Card 1: Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Pits Card 2: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Pits Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Pits Card 5: Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Pits Card 6: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Pits Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Pits Card 8: Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Pits Card 9: Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Pits Card 10: Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Markers
Scenario Level (#): 6 Turn: 15, Kyra/Kulko Random Cards:
Monsters Spoiler:
Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Spoiler:
Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Spoiler:
Yzahnum the Efreeti
CotCT Monster 6 Traits: Fire Outsider To Defeat: Combat 23 Before acting, roll 1d6. 1-2. This monster is evaded; add the new location Twisting Passages and move to it. 3-4. Treat every feat on your character and role card as unchecked until the end of the turn. 5-6. Bury your discards, then discard your hand. If defeated, you may banish a level 6 boon to remove this monster from the game; if you do, draw the new Loot armor Trifaccia's Mantle. Spoiler:
Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Spoiler:
Wyvern
CotCT Monster 4 Traits: Dragon To Defeat: Combat 18 OR Survival 12 Damage suffered from this monster may not be reduced. Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned. Barriers Spoiler:
Perplexing Text
Core Barrier 1 Traits: Cache Veteran To Defeat: Intelligence Knowledge 7+# If undefeated, end your turn. If defeated, draw a new spell or Book item. Spoiler:
Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Spoiler:
Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Weapons Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
Guardian Bow
CotCT Weapon 6 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 15 For your combat check, reveal to use Dexterity or Ranged + 1d8+3. If proficient, after the roll on another character's combat check, freely discard to add 1d8; if the character is local and still fails this check against a non-story bane monster, you may avenge. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Shocking Sawtooth Saber
CotCT Weapon 6 Traits: Electricity Finesse Magic Melee Red Mantis Slashing Sword To Acquire: Strength Acrobatics Melee 16 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8. If proficient, you may additionally discard to add another 1d8+6. Spoiler:
Keen Orcish Axe
None Weapon 5 Traits: Axe Melee Slashing Magic Loot To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6. On a check against a Lock or Obstacle barrier, reload to add 1d8. Spoiler:
Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Spells Spoiler:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Spoiler:
Corrosive Storm
CotCT Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 13 Freely display. While displayed: * On combat checks, add 2d6 and the Acid trait. * At the end of the turn, banish; each other character suffers 1 Acid damage. DURING RECOVERY
Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Repulsion
CotCT Spell 6 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 14 Display. While displayed: * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Armors Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Items Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Spoiler:
Ring of Energy Resistance
CotCT Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Acid, Cold, Electricity, or Fire damage, reveal to reduce it by 4. Spoiler:
Staff of Greater Healing
CotCT Item 6 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 14 At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them. Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Spoiler:
Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Spoiler:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Spoiler:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Spoiler:
Pegg and Louie
CotCT Ally 5 Traits: Ghost Undead To Acquire: Wisdom Survival 13 OR Suffer The Scourge Frightened 0 When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced. Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened. Blessings Spoiler:
Old Deadeye
Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Spoiler:
The Lady of Mysteries
Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
The Liar
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Hour Power: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. Current Hour: The Prince of Pain:
The Prince of Pain
Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie: Spoiler: Hourglass Card 2 Rivani/sirrogue: Hourglass Card 1 Hayato/rhynndavrie
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 3 Arabundi/Chthonicthul: Hourglass Card 2 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 4 Kyra/Kulko: Hourglass Card 3 Arabundi/Chthonicthul
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 5 Hayato/rhynndavrie: Hourglass Card 4 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 6 Rivani/sirrogue: Hourglass Card 5 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 7 Arabundi/Chthonicthul: Hourglass Card 6 Rivani/sirrogue
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 8 Kyra/Kulko: Hourglass Card 7 Arabundi/Chthonicthul
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Hayato/rhynndavrie: Hourglass Card 8 Kyra/Kulko
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 10 Rivani/sirrogue: Hourglass Card 9 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 11 Arabundi/Chthonicthul: Hourglass Card 10 Rivani/sirrogue
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Kyra/Kulko: Hourglass Card 11 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 13 Hayato/rhynndavrie: Hourglass Card 12 Kyra/Kulko
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Rivani/sirrogue: Hourglass Card 13 Hayato/rhynndavrie
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 14 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #2: Chambers
Chambers Card 1: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers Card 2: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Chambers Card 3: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Chambers Card 4: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Chambers Card 5: Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Chambers Card 6: Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Chambers Card 7: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Chambers Card 8:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, None Lair Card 1: Shield Guardian
None Story Bane 4 Type: Monster Traits: Construct Golem Veteran To Defeat: Combat 12+## Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled. Lair Card 2:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Location #6: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Pits Card 2: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Pits Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Pits Card 5: Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Pits Card 6: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Pits Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Pits Card 8: Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Pits Card 9: Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Pits Card 10: Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Markers
Scenario Level (#): 6 Turn: 13, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spoiler:
Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Spoiler:
Scarlet Walker
CotCT Monster 6 Traits: Outsider Sorcerer To Defeat: Combat 27 OR Arcane Divine 14 Immune to Acid, Cold, and Poison. Resistant to Attack. Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Barriers Spoiler:
Forbiddance
CotCT Barrier 5 Traits: Curse Trap To Defeat: Wisdom 13 OR Arcane Divine 15 If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When you would explore, move to a random other location and explore it instead. * When this location is closed, banish this barrier. Spoiler:
Exploding Runes
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. Spoiler:
Soultrapping Gem
CotCT Barrier 6 Traits: Magic Trap To Defeat: None 0 Display this barrier. While displayed: * You may not move or explore. * At the start of a local character's turn, they may succeed at a Strength 9, Disable 14, or Combat 28 check to banish this barrier. * When your location is closed, banish this barrier. Spoiler:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Spoiler:
Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Weapons Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spoiler:
Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spoiler:
Shocking Sawtooth Saber
CotCT Weapon 6 Traits: Electricity Finesse Magic Melee Red Mantis Slashing Sword To Acquire: Strength Acrobatics Melee 16 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8. If proficient, you may additionally discard to add another 1d8+6. Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spells Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Repulsion
CotCT Spell 6 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 14 Display. While displayed: * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Sadomasochism
CotCT Spell 6 Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY
Armors Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Mantle of Faith
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 15 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against a story bane, you may freely discard to add your Divine modifier. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Allies Spoiler:
Lyrune-quah Moon Maiden
CotCT Ally 5 Traits: Barbarian Human Loot Respect To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0 Display. While displayed: * On all combat and Fortitude 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 combat and Fortitude checks, add 3. Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Darb Tuttle
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Divine 13 On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Blessings Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler:
The Queen Mother
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Hour Power: No effect. Current Hour: Orison:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Hours Remaining: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 16 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #2: Chambers
Chambers Card 1: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Chambers Card 2: Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Chambers Card 3: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Chambers Card 4: Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Chambers Card 5: Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Chambers Card 6: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Chambers Card 7: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Chambers Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Chambers Card 9:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, None Lair Card 1: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Lair Card 2: Shield Guardian
None Story Bane 4 Type: Monster Traits: Construct Golem Veteran To Defeat: Combat 12+## Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled. Lair Card 3: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Lair Card 4:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Location #6: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Pits Card 2: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Pits Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Pits Card 5: Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Pits Card 6: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Pits Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Pits Card 8: Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Pits Card 9: Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Pits Card 10: Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Markers
Scenario Level (#): 6 Turn: 11, Kyra/Kulko Random Cards:
Monsters Spoiler:
Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
Hordemaster
CotCT Monster 5 Traits: Undead To Defeat: Combat 22 Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Spoiler:
Baykok
CotCT Monster 5 Traits: Trigger Undead To Defeat: Combat 21 When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed. Spoiler:
Scarlet Walker
CotCT Monster 6 Traits: Outsider Sorcerer To Defeat: Combat 27 OR Arcane Divine 14 Immune to Acid, Cold, and Poison. Resistant to Attack. Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards. Barriers Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
Paralytic Pulse
CotCT Barrier 6 Traits: Trap Trigger To Defeat: Wisdom 15 OR Disable 13 When examined, move to this barrier's location and encounter it. After acting, a random local character summons and encounters the danger. If undefeated, each local character suffers the scourge Exhausted. Spoiler:
Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Forbiddance
CotCT Barrier 5 Traits: Curse Trap To Defeat: Wisdom 13 OR Arcane Divine 15 If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When you would explore, move to a random other location and explore it instead. * When this location is closed, banish this barrier. Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Weapons Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Serithtial
CotCT Weapon 6 Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword To Acquire: Strength Acrobatics Melee 19 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally. Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spells Spoiler:
Boneshatter
CotCT Spell 6 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 14 For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers. DURING RECOVERY
Spoiler:
Shapechange
CotCT Spell 6 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 13 At the start of your turn, choose 1. Until the start of the next turn: * Your Strength, Dexterity, and Constitution skills are 1d12+2. * Your hand size is 3. * Your hand size is 7. * Your hand size is 10. * At the end of the scenario, banish; if proficient, discard instead. Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Spoiler:
Sadomasochism
CotCT Spell 6 Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Armors Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Mantle of Faith
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 15 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against a story bane, you may freely discard to add your Divine modifier. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Lyre of Storms
CotCT Item 6 Traits: Instrument Magic To Acquire: Charisma Divine 12 On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity. At the end of any turn, discard this card to let any number of other characters move. Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Allies Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Darb Tuttle
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Divine 13 On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead. Spoiler:
Venster Arabasti
CotCT Ally 6 Traits: Ghost Undead To Acquire: Charisma Diplomacy 14 OR Banish A Harrow Card 0 Recharge to examine the top 3 cards of the hourglass, then you may reload any number of them into the hourglass and recharge the rest into the hourglass. If the hour is a Harrow blessing, discard to draw it. Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Spoiler:
Nightspear
CotCT Ally 4 Traits: Agathion Outsider Healing To Acquire: WisdomSurvival 11 OR Divine 9 At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings. Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded. Blessings Spoiler:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Hour Power: On your Intelligence or Wisdom check, the difficulty is increased by 3. Current Hour: The Eclipse:
The Eclipse
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Hours Remaining: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie: Spoiler: Hourglass Card 2 Rivani/sirrogue: Hourglass Card 1 Hayato/rhynndavrie
Master of Masters Core Blessing 3 Traits: Deity: Irori Divine When this is the hour: On your check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 8 On any check, discard to bless. On your check, discard to bless twice. Discard to explore. This exploration, you may reroll any dice showing 1. Spoiler: Hourglass Card 3 Arabundi/Chthonicthul: Hourglass Card 2 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 4 Kyra/Kulko: Hourglass Card 3 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 5 Hayato/rhynndavrie: Hourglass Card 4 Kyra/Kulko
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 6 Rivani/sirrogue: Hourglass Card 5 Hayato/rhynndavrie
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 7 Arabundi/Chthonicthul: Hourglass Card 6 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 8 Kyra/Kulko: Hourglass Card 7 Arabundi/Chthonicthul
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 9 Hayato/rhynndavrie: Hourglass Card 8 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 10 Rivani/sirrogue: Hourglass Card 9 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 11 Arabundi/Chthonicthul: Hourglass Card 10 Rivani/sirrogue
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 12 Kyra/Kulko: Hourglass Card 11 Arabundi/Chthonicthul
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 13 Hayato/rhynndavrie: Hourglass Card 12 Kyra/Kulko
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 14 Rivani/sirrogue: Hourglass Card 13 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 15 Arabundi/Chthonicthul: Hourglass Card 14 Rivani/sirrogue
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 16 Kyra/Kulko: Hourglass Card 15 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 17 Hayato/rhynndavrie: Hourglass Card 16 Kyra/Kulko
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 18 Rivani/sirrogue: Hourglass Card 17 Hayato/rhynndavrie
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 18 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #1: Caves
Caves Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Caves Card 3:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Location #2: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Chambers Card 2: Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Chambers Card 3: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Chambers Card 4: Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Chambers Card 5: Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Chambers Card 6: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Chambers Card 7: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Chambers Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Chambers Card 9:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Kyra/Kulko, None Lair Card 1: Limning Starknife
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. Lair Card 2: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Lair Card 3: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Lair Card 4: Shield Guardian
None Story Bane 4 Type: Monster Traits: Construct Golem Veteran To Defeat: Combat 12+## Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled. Lair Card 5: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Lair Card 6:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Location #6: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Pits Card 2: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Pits Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Pits Card 5: Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Pits Card 6: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Pits Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Pits Card 8: Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Pits Card 9: Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Pits Card 10: Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Markers
Scenario Level (#): 6 Turn: 9, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Infernal Warhounds
CotCT Monster 6 Traits: Outsider To Defeat: Combat 21 Immune to Fire. Vulnerable to Cold. Before acting, each local character suffers 1 Fire damage. After the encounter, a random local character summons and encounters this monster. Spoiler:
Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Spoiler:
Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Barriers Spoiler:
Paralytic Pulse
CotCT Barrier 6 Traits: Trap Trigger To Defeat: Wisdom 15 OR Disable 13 When examined, move to this barrier's location and encounter it. After acting, a random local character summons and encounters the danger. If undefeated, each local character suffers the scourge Exhausted. Spoiler:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Spoiler:
Exploding Runes
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. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
False Heroes
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Weapons Spoiler:
Ashbringer
CotCT Weapon 6 Traits: 2-Handed Loot Magic Melee Scythe Slashing To Acquire: Strength Melee 18 For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location. Spoiler:
Keen Spiked Chain
CotCT Weapon 5 Traits: 2-Handed Chain Finesse Magic Melee Piercing To Acquire: Strength Acrobatics Melee 15 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spoiler:
Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Boneshatter
CotCT Spell 6 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 14 For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers. DURING RECOVERY
Spoiler:
Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Spoiler:
Sadomasochism
CotCT Spell 6 Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY
Armors Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Spoiler:
Staff of Greater Necromancy
CotCT Item 6 Traits: Arcane Attack Divine Loot Magic Staff To Acquire: Arcane Divine 12 For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies. Allies Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Blessings Spoiler:
The Betrayal
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you acquire a boon, bury it. To Acquire: Charisma Diplomacy 4+# On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead. Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hour Power: No effect. Current Hour: Benefaction:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
The Eclipse CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
Master of Masters Core Blessing 3 Traits: Deity: Irori Divine When this is the hour: On your check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 8 On any check, discard to bless. On your check, discard to bless twice. Discard to explore. This exploration, you may reroll any dice showing 1. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
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. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 20 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #1: Caves
Caves Card 1 (Speed Battleaxe): Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Caves Card 3: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Caves Card 4: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 5: Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Caves Card 6:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Location #2: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Chambers Card 2: Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Chambers Card 3: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Chambers Card 4: Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Chambers Card 5: Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Chambers Card 6: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Chambers Card 7: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Chambers Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Chambers Card 9:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Kyra/Kulko, None Lair Card 1: Limning Starknife
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. Lair Card 2: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Lair Card 3: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Lair Card 4: Shield Guardian
None Story Bane 4 Type: Monster Traits: Construct Golem Veteran To Defeat: Combat 12+## Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled. Lair Card 5: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Lair Card 6:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Location #6: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Pits Card 2: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Pits Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Pits Card 5: Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Pits Card 6: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Pits Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Pits Card 8: Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Pits Card 9: Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Pits Card 10: Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Markers
Scenario Level (#): 6 Turn: 5, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spoiler:
Infernal Warhounds
CotCT Monster 6 Traits: Outsider To Defeat: Combat 21 Immune to Fire. Vulnerable to Cold. Before acting, each local character suffers 1 Fire damage. After the encounter, a random local character summons and encounters this monster. Spoiler:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Spoiler:
Wyvern
CotCT Monster 4 Traits: Dragon To Defeat: Combat 18 OR Survival 12 Damage suffered from this monster may not be reduced. Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned. Spoiler:
Emperor Scorpion
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. Barriers Spoiler:
Forbiddance
CotCT Barrier 5 Traits: Curse Trap To Defeat: Wisdom 13 OR Arcane Divine 15 If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When you would explore, move to a random other location and explore it instead. * When this location is closed, banish this barrier. Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Exploding Runes
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. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Weapons Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Serithtial
CotCT Weapon 6 Traits: 2-Handed Finesse Loot Magic Melee Slashing Sword To Acquire: Strength Acrobatics Melee 19 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally. Spoiler:
Fury's Trident
CotCT Weapon 6 Traits: Fire Magic Melee Ranged Spear To Acquire: Strength Melee Ranged Survival 16 For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8. On a local combat check, freely discard to add 1d8 and the Fire trait. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Corrosive Storm
CotCT Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 13 Freely display. While displayed: * On combat checks, add 2d6 and the Acid trait. * At the end of the turn, banish; each other character suffers 1 Acid damage. DURING RECOVERY
Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Armors Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Items Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Spoiler:
Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Hippogriff
CotCT Ally 6 Traits: Animal Mount To Acquire: Wisdom Survival 16 On a local combat check, recharge to add 2d4. Discard to explore, or to move then explore. If you encounter a monster, recharge instead. You may not use this power during an encounter. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Blessings Spoiler:
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. Spoiler:
The Mountain Man
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
The Queen Mother
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler:
The 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. Hour Power: On your checks while you avenge, bless. Current Hour: The Savored Sting:
The Savored Sting
Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Hours Remaining: 25 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Cyclone CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+# On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Eclipse CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Master of Masters Core Blessing 3 Traits: Deity: Irori Divine When this is the hour: On your check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 8 On any check, discard to bless. On your check, discard to bless twice. Discard to explore. This exploration, you may reroll any dice showing 1. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
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. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
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. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 21 Arabundi/Chthonicthul: Hourglass Card 20 Rivani/sirrogue
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 22 Kyra/Kulko: Hourglass Card 21 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 23 Hayato/rhynndavrie: Hourglass Card 22 Kyra/Kulko
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. Spoiler: Hourglass Card 24 Rivani/sirrogue: Hourglass Card 23 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 25 Arabundi/Chthonicthul: Hourglass Card 24 Rivani/sirrogue
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 25 Arabundi/Chthonicthul
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #1: Caves
Caves Card 1 (Obsession of Battle): Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Caves Card 2: Ghoul
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. Caves Card 3: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 4: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Caves Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Caves Card 6: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 7: Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Caves Card 8:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Location #2: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Chambers Card 2: Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Chambers Card 3: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Chambers Card 4: Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Chambers Card 5: Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Chambers Card 6: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Chambers Card 7: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Chambers Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Chambers Card 9:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #3: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Kyra/Kulko, None Crypt Card 1: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Crypt Card 2: Henchman Proxy A5
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. Crypt Card 3: Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Crypt Card 4: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Crypt Card 5: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Crypt Card 6: Soul Mistress
CotCT Monster 5 Traits: Hag Outsider To Defeat: Combat 21 Immune to Cold and Fire. Resistant to Attack. When you discard cards as damage, you must first choose items. If undefeated, suffer the scourge Plagued. Crypt Card 7: Fury Devil
CotCT Monster 5 Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. Resistant to Acid and Cold. Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened. If undefeated, each local character suffers 1d4 Force damage. Crypt Card 8: Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Crypt Card 9:
Scrying
CotCT Spell 5 Traits: Magic Arcane Divine To Acquire: IntelligenceArcane 14 OR WisdomDivine 13 Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type. Shuffle the location, then reload any set-aside cards into the location in any order. DURING RECOVERY
Location #4: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, None Dungeons Card 1: Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Dungeons Card 2: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 3: Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Dungeons Card 4: Staff of Greater Healing
CotCT Item 6 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 14 At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them. Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters. Dungeons Card 5: Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Dungeons Card 6: Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Dungeons Card 7: Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Dungeons Card 8:
Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, None Lair Card 1: Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Lair Card 2: Toad Demon
CotCT Monster 6 Traits: Demon Outsider To Defeat: Combat 28 Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire. Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage. After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted. Lair Card 3: Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Lair Card 4: Kazavon's Shield
CotCT Armor 6 Traits: Loot Magic Offhand Shield To Acquire: Constitution Divine Fortitude 12 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Lair Card 5: Limning Starknife
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. Lair Card 6: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Lair Card 7: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Lair Card 8: Shield Guardian
None Story Bane 4 Type: Monster Traits: Construct Golem Veteran To Defeat: Combat 12+## Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled. Lair Card 9: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Lair Card 10:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Location #6: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Pits Card 2: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Pits Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Pits Card 5: Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Pits Card 6: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Pits Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Pits Card 8: Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Pits Card 9: Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Pits Card 10: Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Markers
Scenario Level (#): 6 Turn: 1, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Warsworn
CotCT Monster 6 Traits: Undead To Defeat: Combat 26 Immune to Mental and Poison. Before acting, each local character suffers Combat damage equal to the number of weapons and armors in their hand and displayed cards. If undefeated, suffer the scourge Drained. Spoiler:
Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Spoiler:
Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Spoiler:
Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Spoiler:
Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Barriers Spoiler:
Exploding Runes
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. Spoiler:
Forbiddance
CotCT Barrier 5 Traits: Curse Trap To Defeat: Wisdom 13 OR Arcane Divine 15 If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When you would explore, move to a random other location and explore it instead. * When this location is closed, banish this barrier. Spoiler:
False Heroes
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d4. Each local character summons and encounters the corresponding story bane: 1. Bandit 2. Cultist 3. Rescue 4. Thug For each that is undefeated, bury a random supporter displayed next to any character. Then banish this barrier; it is defeated.
Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Weapons Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Fury's Trident
CotCT Weapon 6 Traits: Fire Magic Melee Ranged Spear To Acquire: Strength Melee Ranged Survival 16 For your combat check, reveal to use Strength, Melee, Ranged, or Survival + 2d8; you may remove 1d8 and the Fire trait. If proficient, you may discard a card to add another 1d8. On a local combat check, freely discard to add 1d8 and the Fire trait. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Boneshatter
CotCT Spell 6 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 14 For your combat check against a non-Incorporeal, non-Ooze monster, banish to use Arcane or Divine + 2d12; ignore the monster's after acting powers. DURING RECOVERY
Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Spoiler:
Repulsion
CotCT Spell 6 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 14 Display. While displayed: * When you encounter a monster, you may evade it; if you do, you may recharge a card to explore. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Armors Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Mantle of Faith
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 15 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against a story bane, you may freely discard to add your Divine modifier. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Lyre of Storms
CotCT Item 6 Traits: Instrument Magic To Acquire: Charisma Divine 12 On a local check to defeat a monster or an Obstacle or Weather barrier, freely recharge to add 1d8 and the Electricity trait; if proficient, ignore immunity to and resistance to Electricity. At the end of any turn, discard this card to let any number of other characters move. Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Allies Spoiler:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Nightspear
CotCT Ally 4 Traits: Agathion Outsider Healing To Acquire: WisdomSurvival 11 OR Divine 9 At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings. Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Blessings Spoiler:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
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. Spoiler:
Lady of Valor
Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
The Liar
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Hour Power: No effect. Current Hour: Sands of the Hour:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
The Gold-fisted Core Blessing 3 Traits: Deity: Abadar Divine When this is the hour: When you acquire a boon, you may recharge a card. To Acquire: Craft Divine 8 On a local check to acquire, reload to add 1d4. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Waxworks CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Cyclone CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+# On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Eclipse CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
Master of Masters Core Blessing 3 Traits: Deity: Irori Divine When this is the hour: On your check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 8 On any check, discard to bless. On your check, discard to bless twice. Discard to explore. This exploration, you may reroll any dice showing 1. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
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. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 21 Arabundi/Chthonicthul: Hourglass Card 20 Rivani/sirrogue
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. Spoiler: Hourglass Card 22 Kyra/Kulko: Hourglass Card 21 Arabundi/Chthonicthul
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 23 Hayato/rhynndavrie: Hourglass Card 22 Kyra/Kulko
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 24 Rivani/sirrogue: Hourglass Card 23 Hayato/rhynndavrie
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 25 Arabundi/Chthonicthul: Hourglass Card 24 Rivani/sirrogue
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 26 Kyra/Kulko: Hourglass Card 25 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 27 Hayato/rhynndavrie: Hourglass Card 26 Kyra/Kulko
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. Spoiler: Hourglass Card 28 Rivani/sirrogue: Hourglass Card 27 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 29 Arabundi/Chthonicthul: Hourglass Card 28 Rivani/sirrogue
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 29 Arabundi/Chthonicthul
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #1: Caves
Caves Card 1: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Caves Card 2: Greater Bolstering Armor
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2, then you may draw up to 3 cards. * When you suffer any damage, you may bury to reduce it to 0. Caves Card 3: Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Caves Card 4: Ghoul
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. Caves Card 5: Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Caves Card 6: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Caves Card 7: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Caves Card 8: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 9: Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Caves Card 10:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Location #2: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1: Dominate
CotCT Spell 6 Traits: Arcane Attack Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 13 When you encounter a monster, banish to evade it, then search your location for a boon and draw it. DURING RECOVERY
Chambers Card 2: Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Chambers Card 3: Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Chambers Card 4: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Chambers Card 5: Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Chambers Card 6: Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Chambers Card 7: The Lost Harrows
CotCT Item 6 Traits: Gambling Harrow Magic Tool To Acquire: Intelligence Knowledge 12 Display and choose any skill. While displayed: * Gain that skill as 1d12+3, or 1d12+6 if the hour is Harrow. * When you fail a check using that skill, bury this card. Chambers Card 8: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Chambers Card 9: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Chambers Card 10:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #3: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Kyra/Kulko, None Crypt Card 1: Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Crypt Card 2: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Crypt Card 3: Henchman Proxy A5
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. Crypt Card 4: Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Crypt Card 5: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Crypt Card 6: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Crypt Card 7: Soul Mistress
CotCT Monster 5 Traits: Hag Outsider To Defeat: Combat 21 Immune to Cold and Fire. Resistant to Attack. When you discard cards as damage, you must first choose items. If undefeated, suffer the scourge Plagued. Crypt Card 8: Fury Devil
CotCT Monster 5 Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. Resistant to Acid and Cold. Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened. If undefeated, each local character suffers 1d4 Force damage. Crypt Card 9: Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Crypt Card 10:
Scrying
CotCT Spell 5 Traits: Magic Arcane Divine To Acquire: IntelligenceArcane 14 OR WisdomDivine 13 Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type. Shuffle the location, then reload any set-aside cards into the location in any order. DURING RECOVERY
Location #4: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, None Dungeons Card 1: Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Dungeons Card 2: The Worldbreaker
Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Dungeons Card 3: Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Dungeons Card 4: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 5: Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Dungeons Card 6: Staff of Greater Healing
CotCT Item 6 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 14 At the start of your turn, reveal to heal a local character 1 card or to remove a scourge from them. Bury this card and a Divine or Healing boon from your hand or discards to heal a local character 1d4+3 cards, or to remove all scourges from any number of local characters. Dungeons Card 7: Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Dungeons Card 8: Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Dungeons Card 9: Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Dungeons Card 10:
Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Location #5: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 2 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, None Lair Card 1: Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Lair Card 2: Toad Demon
CotCT Monster 6 Traits: Demon Outsider To Defeat: Combat 28 Immune to Electricity and Poison. Resistant to Acid, Cold, and Fire. Before acting, if you are at an Aquatic location, each local character suffers 1d4 Force damage. After acting, if the check to defeat had the Melee trait, succeed at a Constitution or Fortitude 10 check or suffer the scourge Exhausted. Lair Card 3: Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Lair Card 4: Kazavon's Shield
CotCT Armor 6 Traits: Loot Magic Offhand Shield To Acquire: Constitution Divine Fortitude 12 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local check against a Dragon or Incorporeal bane, reveal to add 1d6 and the Magic trait. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Lair Card 5: Limning Starknife
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. Lair Card 6: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Lair Card 7: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Lair Card 8: Shield Guardian
None Story Bane 4 Type: Monster Traits: Construct Golem Veteran To Defeat: Combat 12+## Immune to Attack, Mental, and Poison. Before acting, each local character suffers 2 Force damage. On the check to defeat, subtract 1 for each die rolled. Lair Card 9: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Lair Card 10:
Meteor Swarm
CotCT Spell 6 Traits: Arcane Attack Bludgeoning Magic To Acquire: Intelligence Arcane 15 For your combat check, banish to use Arcane + 2d6; you may additionally add another 2d10 and the Fire trait. If you fail this check, you may reroll. DURING RECOVERY
Location #6: 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: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: Fuse Grenade
CotCT Item 6 Traits: Alchemical Attack Bludgeoning Fire Liquid Ranged To Acquire: Intelligence Craft 14 For your combat check, banish to use Craft, Dexterity, or Ranged + 4d8. On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d8 and the Bludgeoning and Fire traits. DURING RECOVERY
Pits Card 2: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Pits Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Pits Card 5: Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Pits Card 6: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Pits Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Pits Card 8: Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Pits Card 9: Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Pits Card 10: Commander's Falchion
CotCT Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Charisma Melee 15 For your combat check, reveal to use Strength or Melee + 1d10+2; if proficient, you may reload to add another 2d4, or recharge to add your Charisma. If proficient, if any die rolled on this check shows 1, count it as a 4. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-6A: Unknown Treat the story bane Shield Guardian as if the check to defeat also lists ""OR Arcane Craft 15+#." When you would defeat the Shield Guardian, place a marker beside the hourglass. Then, if there are less than 3 markers, the Shield Guardian is evaded instead. Additional Rules: Danger:
Villain:
Henchman (Closing):
Accuser Devil - Proxy A:
Story Bane Type: Monster Traits: Devil Outsider To Defeat: Combat 14 Immune to Fire and Poison. Resistant to Acid. Before acting, suffer 1 Acid damage. If undefeated, suffer the scourge Wounded. Scenario Level (#): 6 Turn: 0, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Scarlet Walker
CotCT Monster 6 Traits: Outsider Sorcerer To Defeat: Combat 27 OR Arcane Divine 14 Immune to Acid, Cold, and Poison. Resistant to Attack. Before acting, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discards. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
Infernal Warhounds
CotCT Monster 6 Traits: Outsider To Defeat: Combat 21 Immune to Fire. Vulnerable to Cold. Before acting, each local character suffers 1 Fire damage. After the encounter, a random local character summons and encounters this monster. Spoiler:
Immortal Ichor
CotCT Monster 6 Traits: Ooze To Defeat: Combat 23 Immune to Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison. Resistant to Cold. Before acting, each local character suffers Combat damage equal to the number of allies in their hand. If undefeated, banish a random ally from your discards, then a random local character summons and encounters the story bane Zombie Minions. Barriers Spoiler:
Palace Patrols
CotCT Barrier 6 Traits: Skirmish To Defeat: None 0 Roll 1d6. Each local character summons and encounters the corresponding story bane: 1-2. Grey Maiden Guard 3-4. Red Mantis Assassin 5-6. Ileosa's Fury This barrier is defeated only if you defeat your encounter. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Ghastly Runes
Core Barrier 1 Traits: Magic Trap Trigger Veteran To Defeat: Arcane Divine 4+# OR Disable 6+# When examined, encounter this barrier. If you have the Perception skill, the difficulty to defeat is increased by #. If undefeated, move to a random location and suffer the scourge Frightened. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Spoiler:
Vortex of Madness
CotCT Barrier 4 Traits: Curse Trigger To Defeat: Intelligence Perception 11 OR Wisdom Divine 13 When examined, encounter this barrier. If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier. Weapons Spoiler:
Ashbringer
CotCT Weapon 6 Traits: 2-Handed Loot Magic Melee Scythe Slashing To Acquire: Strength Melee 18 For your combat check, reveal to use Strength or Melee + 1d10+3; against a story bane, add another 1d8. After the roll, count each die showing a 1 as 3 or, if proficient, as 6, then discard the top card of your deck. If you fail this check against a non-villain monster, you may reload the monster into its location. Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Shocking Sawtooth Saber
CotCT Weapon 6 Traits: Electricity Finesse Magic Melee Red Mantis Slashing Sword To Acquire: Strength Acrobatics Melee 16 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d8; you may remove 1d8 and the Electricity trait. If this is not the first combat check to defeat the bane this encounter, add another 1d8. If proficient, you may additionally discard to add another 1d8+6. Spells Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Spoiler:
Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Armors Spoiler:
Mantle of Faith
CotCT Armor 6 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 15 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by the number of blessings in your discards. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against a story bane, you may freely discard to add your Divine modifier. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Hellknight Plate
CotCT Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Diplomacy Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 2. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * On your combat or Diplomacy check, you may discard to add 1d10. Items Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Third Eye
CotCT Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Allies Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Darb Tuttle
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Divine 13 On a local check to close or to guard, recharge to add 2d12. Discard to explore; if you encounter a barrier or a boon, recharge instead. Spoiler:
Toff Ornelos
CotCT Ally 6 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 15 OR Arcane 13 On a local check that invokes the Magic trait, recharge to add 1d8. Discard to explore. This exploration, on all checks that invoke the Magic trait, add 1d6. Blessings Spoiler:
The Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler:
The Liar
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
The Gold-fisted Core Blessing 3 Traits: Deity: Abadar Divine When this is the hour: When you acquire a boon, you may recharge a card. To Acquire: Craft Divine 8 On a local check to acquire, reload to add 1d4. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
The Waxworks CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
The Cyclone CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+# On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 11 Kyra/Kulko: Hourglass Card 10 Arabundi/Chthonicthul
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 12 Hayato/rhynndavrie: Hourglass Card 11 Kyra/Kulko
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 13 Rivani/sirrogue: Hourglass Card 12 Hayato/rhynndavrie
The Eclipse CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul: Hourglass Card 13 Rivani/sirrogue
Master of Masters Core Blessing 3 Traits: Deity: Irori Divine When this is the hour: On your check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 8 On any check, discard to bless. On your check, discard to bless twice. Discard to explore. This exploration, you may reroll any dice showing 1. Spoiler: Hourglass Card 15 Kyra/Kulko: Hourglass Card 14 Arabundi/Chthonicthul
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 16 Hayato/rhynndavrie: Hourglass Card 15 Kyra/Kulko
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. Spoiler: Hourglass Card 17 Rivani/sirrogue: Hourglass Card 16 Hayato/rhynndavrie
The Prince of Pain Core Blessing 3 Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Spoiler: Hourglass Card 18 Arabundi/Chthonicthul: Hourglass Card 17 Rivani/sirrogue
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 19 Kyra/Kulko: Hourglass Card 18 Arabundi/Chthonicthul
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 20 Hayato/rhynndavrie: Hourglass Card 19 Kyra/Kulko
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 21 Rivani/sirrogue: Hourglass Card 20 Hayato/rhynndavrie
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 22 Arabundi/Chthonicthul: Hourglass Card 21 Rivani/sirrogue
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. Spoiler: Hourglass Card 23 Kyra/Kulko: Hourglass Card 22 Arabundi/Chthonicthul
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 24 Hayato/rhynndavrie: Hourglass Card 23 Kyra/Kulko
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 25 Rivani/sirrogue: Hourglass Card 24 Hayato/rhynndavrie
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 26 Arabundi/Chthonicthul: Hourglass Card 25 Rivani/sirrogue
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 27 Kyra/Kulko: Hourglass Card 26 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 28 Hayato/rhynndavrie: Hourglass Card 27 Kyra/Kulko
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. Spoiler: Hourglass Card 29 Rivani/sirrogue: Hourglass Card 28 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 30 Arabundi/Chthonicthul: Hourglass Card 29 Rivani/sirrogue
The Father of Creation Core Blessing 3 Traits: Deity: Torag Divine When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Craft Divine 8 On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. This exploration, when any character suffers damage, reduce it by 2. Spoiler: Hourglass Card 30 Arabundi/Chthonicthul
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #1: Caves
Location #2: Chambers
Location #3: Crypt
Location #4: Dungeons
Location #5: Lair
Location #6: Pits
7-6A: Untitled Stepping in and out of the legs of his massive golem, Bathus whispers to himself quickly. You only catch snippets of words as you eyeball the construct, holding back for the moment, but "souls" and "devils" are hard to mistake. As if hearing your thoughts, Bathus's head snaps up and his eyes bore into you. "Yes! That is correct! I have learned the name of the last soul stolen from the warriors... my warriors. Now the devils will fetch me them all. And oh, how these poor souls hunger for vengeance - trapped for so long, separated and lost. The city's destruction will mark the rise of a new House Ardoc. A house that answers to no one!" With that last mad scream, Bathus departs through the silver-inlaid door behind him. The golem neither follows its master nor attacks, and instead sits in front of the exit. Its ponderous weight presses against the wall, and you can make out half-a-dozen spiderweb cracks that begin to spread across the surface. As you consider the situation, you hear the familiar voice of Merriman Ardoc, Bathus's father, speaking to your minds. Clearly, the focus stone is doing its job. "Render the golem inert, and I can tell you how to control it. But you must swear to bring Bathus to me alive, first." You quickly agree to the deal, but further instruction is going to have to wait, as the cracks reach two other, similar doors. When the first crack ruptures the seal of silver inlays that are set around the frame, the door begins to shake. Mere seconds later, another crack erases two more seals and the door bursts open. At first, all you can see is darkness within, like a cloud of shadows. Then the shadows coalesce and a devil steps boldly out into the light. Its eyes are filled with madness and rage – you don’t have to work hard to guess at whom. But he is not here at the moment… and you need to get that golem under your control. As the second door slams open and another infernal beast crawls forth, you signal to your companions, and rush forward into battle.
7-6 Intro: Seems the old adage about "the enemy of my enemy" is not always true. Sure, your mission to gather intel on the necromantic artifact Letra had so recently used against Kaer Maga led you to Lysanar. Yes, he had been responsible for tempting her into great evils. And yes, he was also attempting to raise an unstoppable army of his own. But as you were being pointed in his direction by Bathus Ardoc, an apparent one-time colleague of Lysanar, you really had thought - for a moment, at least (maybe two, if you're honest) - that the spoiled rich kid was just here doing research. After all, the place is full of the most detailed and exquisitely crafted stone warriors you have ever seen. Not to mention the friezes and runes that cover the walls. You know many a pathfinder who could lose themselves down here for months. But no, Bathus wants the army for himself. He waits for you before one of a number of side chambers... from which a lot of very not-undead sounds are emanating. His mad grin tells you this is not going to be easy.
BR - Scenario Update wrote:
Oh it does exist! Sure would be nice if this was all gathered up into a single place to look... Golem Blight: Item 6 Traits: Loot, Alchemical, Arcane To acquire: Arcane/Craft 15 On a local combat check against a Golem monster, banish to reduce the difficulty by 2d4. Banish to examine the top 3 cards of your location deck; set aside any Golem monsters. Then, shuffle the location and recharge or reload each examined Golem monster in any order. Recovery If proficient, bury; you may bury a spell or Alchemical item to instead recharge.
7-5D: Blood Brothers - acquired cards Ukwar Axe (Weapon 6) Aid (Spell 0)
Sklar-quah Thundercaller (Ally 4) Wayfinder (Item 3)
Orison (Blessing 0)
Same as last time, +1 HP for success and a couple new loot cards.
7-5D: Blood Brothers Development: “You fool,” cries Lysanar as he lies dying at your feet. “You do not know what you do. This will be a discovery of… a lifetime…” A surprising silence falls over the chamber as the elf passes away. Whatever magic he used to create all the undead seems to have been undone with his death. Bodies crumple to the floor as spirit dissipate. The only sounds come from the remaining alchemical equipment dripping and sizzling. Suddenly, the sound of maniacal laughter fills the chamber, magically projected from the entrance to the south. “I should thank you,” taunts Bathus between laughs, “for doing what I could not. Now I alone will rule this army and destroy all that oppose me. But first to deal with a loose end.” The sound of an iron golem’s footsteps echo through the chamber as Bathus disappears deeper into the Vault. You hoist you gear and step over the broken corpses surrounding the place as you head forth to kill another crazy villain. You stop dead in your tracks as the sound of a deep, hellish roar reverberates throughout the chamber, originating from somewhere beyond. A chill comes over you as you realize Bathus is not alone. Something wicked this way comes. Rewards:
Serithial:
Weapon 6 Loot Traits: Sword, Melee, Slashing, 2-Handed, Finesse, Magic For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d12+4; against a story bane, add another 2d6. If proficient, you may remove the 2-Handed trait. After playing this weapon, if it has the 2-Handed trait, you may not play an Offhand boon this encounter. When rebuilding, you may treat this weapon as an ally.
Third Eye:
Item 6 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 13 Display. While displayed: * At the end of your move step, you may examine the top card of your location; if it has the Magic trait, you may encounter it. * On your Perception check, you may freely draw this card to add 1d10. * You may freely reload to ignore a power that happens when you examine a card. Acquired cards will be posted to the discussion
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 18, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spoiler:
Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Spoiler:
Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Spoiler:
Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Spoiler:
Roc
CotCT Monster 4 Traits: Animal To Defeat: Combat 19 If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location. Barriers Spoiler:
Forbiddance
CotCT Barrier 5 Traits: Curse Trap To Defeat: Wisdom 13 OR Arcane Divine 15 If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When you would explore, move to a random other location and explore it instead. * When this location is closed, banish this barrier. Spoiler:
Madness Mist Trap
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. Spoiler:
Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Spoiler:
Stinging Wasps
CotCT Barrier 3 Traits: Magic Trap To Defeat: Dexterity Acrobatics Perception 11 OR Disable 9 If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Spoiler:
Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Weapons Spoiler:
Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Spoiler:
Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Harrowing
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
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Poison Blast
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
Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Armors Spoiler:
Sable Company Leathers
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Acrobatics Fortitude 10 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Sable Company Hide
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 11 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival. Items Spoiler:
Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Spoiler:
Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Drums of Panic
CotCT Item 3 Traits: Instrument Magic To Acquire: Constitution Charisma 10 When a local character encounters a monster, display at your location. While displayed: * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it. * At the start of your turn, discard this card; if proficient, recharge it instead. Allies Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Spoiler:
Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Spoiler:
Hellknight of the Nail
CotCT Ally 3 Traits: Hellknight Human To Acquire: Charisma Diplomacy 11 On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Nightspear
CotCT Ally 4 Traits: Agathion Outsider Healing To Acquire: WisdomSurvival 11 OR Divine 9 At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings. Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Blessings Spoiler:
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. Spoiler:
The Survivor
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler:
The Fiend
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Hour Power: On your check, if no boons are played, it is blessed. Current Hour: The Peacock:
The Peacock
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
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. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
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. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Chambers
Chambers Card 1: Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Chambers Card 2: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Chambers Card 3: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Chambers Card 4: Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 13, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Sentinel Devil
CotCT Monster 5 Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Spoiler:
Emperor Scorpion
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. Spoiler:
Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Spoiler:
Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Spoiler:
Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Barriers Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Spoiler:
Fangs of Diomazul
CotCT Barrier 3 Traits: Construct Trap To Defeat: Dexterity Acrobatics Disable Stealth 11 If undefeated, display this barrier at your location. While displayed, at this location: * When you explore, suffer 1d4 Combat damage. * For your first exploration of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Weapons Spoiler:
Keen Spiked Chain
CotCT Weapon 5 Traits: 2-Handed Chain Finesse Magic Melee Piercing To Acquire: Strength Acrobatics Melee 15 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Chain Lightning
CotCT Spell 3 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 11 Display. While displayed: * For your combat checks, you may use Arcane + 3d6. * At the end of your turn, banish. DURING RECOVERY
Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Armors Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Magic Spiked Full Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits. Spoiler:
Sable Company Leathers
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Acrobatics Fortitude 10 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier. Items Spoiler:
Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Spoiler:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Spoiler:
Wand of Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Spoiler:
Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Spoiler:
Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Allies Spoiler:
Pegg and Louie
CotCT Ally 5 Traits: Ghost Undead To Acquire: Wisdom Survival 13 OR Suffer The Scourge Frightened 0 When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced. Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened. Spoiler:
Hellknight of the Nail
CotCT Ally 3 Traits: Hellknight Human To Acquire: Charisma Diplomacy 11 On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Spoiler:
Raccoon
Core Ally 3 Traits: Animal To Acquire: Wisdom Survival 12 On a local Dexterity non-combat or Disable check, recharge to add 1d8. Discard to explore. If you encounter a barrier, you may evade it and explore. Spoiler:
Djinn
Core Ally 3 Traits: Genie Outsider To Acquire: Charisma Diplomacy Knowledge 12 Recharge to draw a card, then shuffle your deck. Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore. Blessings Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
Lady Despair
Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler:
The Idiot
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Hour Power: On your check, if you are at a Wild location, add 1d4. Current Hour: Old Deadeye:
Old Deadeye
Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Hours Remaining: 17 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
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. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 11 Kyra/Kulko: Hourglass Card 10 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Hayato/rhynndavrie: Hourglass Card 11 Kyra/Kulko
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. Spoiler: Hourglass Card 13 Rivani/sirrogue: Hourglass Card 12 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul: Hourglass Card 13 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 15 Kyra/Kulko: Hourglass Card 14 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 16 Hayato/rhynndavrie: Hourglass Card 15 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 17 Rivani/sirrogue: Hourglass Card 16 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 17 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Chambers
Chambers Card 1: Bogeyman
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. Chambers Card 2: Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Chambers Card 3: Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Chambers Card 4: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Chambers Card 5: Madness Mist Trap
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. Chambers Card 6: Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Chambers Card 7: Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Chambers Card 8: Wight
Core Story Bane 1 Type: Monster Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Chambers Card 9: Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Chambers Card 10:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Location #6: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Arabundi/Chthonicthul, Top 2 are Dream Spider (ally) and Catoblepas (monster) Spider Nest Card 1 (Dream Spider): Dream Spider
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. Spider Nest Card 2 (Catoblepas): Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spider Nest Card 3: Henchman Proxy B6
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. Spider Nest Card 4: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 5: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spider Nest Card 6: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spider Nest Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spider Nest Card 8: Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spider Nest Card 9: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 11, Arabundi/Chthonicthul Random Cards:
Monsters Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Spoiler:
Giant Anaconda
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. Barriers Spoiler:
Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Spoiler:
Wyvern Blade Trap
Core Barrier 3 Traits: Poison Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned. Spoiler:
Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Spoiler:
Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Spoiler:
Warband
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 Spoiler:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spells Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Magical Mansion
CotCT Spell 3 Traits: Arcane Magic Healing To Acquire: IntelligenceArcane 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
Armors Spoiler:
Sable Company Leathers
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Acrobatics Fortitude 10 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Spoiler:
Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 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 Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Spoiler:
Raccoon
Core Ally 3 Traits: Animal To Acquire: Wisdom Survival 12 On a local Dexterity non-combat or Disable check, recharge to add 1d8. Discard to explore. If you encounter a barrier, you may evade it and explore. Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Blessings Spoiler:
Urgathoa's Gluttony
Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler:
The Hidden Truth
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Spoiler:
Our Lord In Iron
Core Blessing 3 Traits: Deity: Gorum Divine When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire: Divine Melee Ranged 8 On any non-Attack combat check, recharge to bless; reroll any dice showing 1. Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1. Spoiler:
The First
Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Hour Power: No effect. Current Hour: Incitation:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Kulko: Spoiler: Hourglass Card 2 Hayato/rhynndavrie: Hourglass Card 1 Kyra/Kulko
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 3 Rivani/sirrogue: Hourglass Card 2 Hayato/rhynndavrie
Old Deadeye Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Spoiler: Hourglass Card 4 Arabundi/Chthonicthul: Hourglass Card 3 Rivani/sirrogue
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 5 Kyra/Kulko: Hourglass Card 4 Arabundi/Chthonicthul
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 6 Hayato/rhynndavrie: Hourglass Card 5 Kyra/Kulko
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 7 Rivani/sirrogue: Hourglass Card 6 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 8 Arabundi/Chthonicthul: Hourglass Card 7 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 9 Kyra/Kulko: Hourglass Card 8 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 10 Hayato/rhynndavrie: Hourglass Card 9 Kyra/Kulko
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. Spoiler: Hourglass Card 11 Rivani/sirrogue: Hourglass Card 10 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 12 Arabundi/Chthonicthul: Hourglass Card 11 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 13 Kyra/Kulko: Hourglass Card 12 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Hayato/rhynndavrie: Hourglass Card 13 Kyra/Kulko
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. Spoiler: Hourglass Card 15 Rivani/sirrogue: Hourglass Card 14 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 16 Arabundi/Chthonicthul: Hourglass Card 15 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 17 Kyra/Kulko: Hourglass Card 16 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 18 Hayato/rhynndavrie: Hourglass Card 17 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 19 Rivani/sirrogue: Hourglass Card 18 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 19 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #2: Ruin
Ruin Card 1: Wraith
Core Story Bane 2 Type: Monster Traits: Incorporeal Undead Veteran Wraith To Defeat: Combat 13+## OR Divine 8+# Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained. Ruin Card 2: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 3: Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Ruin Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Ruin Card 5: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Ruin Card 6: Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Ruin Card 7:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Location #3: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2 Located/Displayed Here: Kyra/Kulko, Hayato/rhynndavrie, Rivani/sirrogue, None Chambers Card 1: Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Chambers Card 2: Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Chambers Card 3: Wight
Core Story Bane 1 Type: Monster Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Chambers Card 4: Madness Mist Trap
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. Chambers Card 5: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Chambers Card 6: Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Chambers Card 7: Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Chambers Card 8: Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Chambers Card 9: Bogeyman
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. Chambers Card 10: Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Chambers Card 11:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Location #6: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Top 2 are Dream Spider (ally) and Catoblepas (monster) Spider Nest Card 1 (Dream Spider): Dream Spider
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. Spider Nest Card 2 (Catoblepas): Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spider Nest Card 3: Henchman Proxy B6
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. Spider Nest Card 4: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 5: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spider Nest Card 6: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spider Nest Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spider Nest Card 8: Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spider Nest Card 9: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 10, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Hordemaster
CotCT Monster 5 Traits: Undead To Defeat: Combat 22 Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Spoiler:
Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Barriers Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
Stinging Wasps
CotCT Barrier 3 Traits: Magic Trap To Defeat: Dexterity Acrobatics Perception 11 OR Disable 9 If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Spoiler:
Assassination Squad
CotCT Barrier 3 Traits: Skirmish Trigger To Defeat: None 0 When examined, you may move to this location and encounter this barrier. When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated. Spoiler:
Perplexing Text
Core Barrier 1 Traits: Cache Veteran To Defeat: Intelligence Knowledge 7+# If undefeated, end your turn. If defeated, draw a new spell or Book item. Spoiler:
Exploding Runes
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 Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
The Tall Knife
CotCT Weapon 3 Traits: 2-Handed Guillotine Object Promo Slashing To Acquire: Strength 12 Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn. Spoiler:
Shock Kukri
CotCT Weapon 3 Traits: Electricity Finesse Knife Magic Melee Slashing To Acquire: Strength Acrobatics Melee 12 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Mistform
CotCT Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a non- Incorporeal monster, banish to evade it. On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8. DURING RECOVERY
Spoiler:
Restorative Touch
Core Spell 3 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Spoiler:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Spoiler:
Dragon's Breath
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
Spoiler:
Divine Fortune
CotCT Spell 3 Traits: Divine Magic To Acquire: Wisdom Divine 11 Display. While displayed: * On local checks, add 1d6. * At the start of your turn, banish. DURING RECOVERY
Armors Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Spoiler:
Sable Company Hide
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 11 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Items Spoiler:
Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Allies Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Acadamae Scholar
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. Blessings Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
The Theater
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler:
The Owl
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hour Power: If you are at a Wild location, you may discard a card to explore. Current Hour: Erastil's Eye:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
Old Deadeye Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
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. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
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. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 20 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #2: Ruin
Ruin Card 1: Wraith
Core Story Bane 2 Type: Monster Traits: Incorporeal Undead Veteran Wraith To Defeat: Combat 13+## OR Divine 8+# Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained. Ruin Card 2: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 3: Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Ruin Card 4: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Ruin Card 5: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Ruin Card 6: Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Ruin Card 7:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Location #3: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2 Located/Displayed Here: None Chambers Card 1: Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Chambers Card 2: Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Chambers Card 3: Wight
Core Story Bane 1 Type: Monster Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Chambers Card 4: Madness Mist Trap
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. Chambers Card 5: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Chambers Card 6: Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Chambers Card 7: Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Chambers Card 8: Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Chambers Card 9: Bogeyman
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. Chambers Card 10: Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Chambers Card 11:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Location #5: Blood Pool Urban At This Location: After you discard cards as damage, bury a card from your discards. When Closing: Bury 2 cards. When Permanently Closed: Heal a card. M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Kyra/Kulko, Hayato/rhynndavrie, Rivani/sirrogue, None Blood Pool Card 1: Rajambari
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. Blood Pool Card 2: Mummy
Core Story Bane 2 Type: Monster Traits: Mummy Undead Veteran To Defeat: Combat 14+## Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded. Blood Pool Card 3: Poison Blast
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
Blood Pool Card 4: Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Blood Pool Card 5: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Blood Pool Card 6: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Blood Pool Card 7: Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Blood Pool Card 8: Henchman Proxy B5
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. Blood Pool Card 9:
Xenarth
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. Location #6: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Top 2 are Dream Spider (ally) and Catoblepas (monster) Spider Nest Card 1 (Dream Spider): Dream Spider
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. Spider Nest Card 2 (Catoblepas): Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spider Nest Card 3: Henchman Proxy B6
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. Spider Nest Card 4: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 5: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spider Nest Card 6: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spider Nest Card 7: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spider Nest Card 8: Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spider Nest Card 9: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 5, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Dire Lion
Core Monster 3 Traits: Animal To Defeat: Combat 17 Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage. Damage is increased by 1d4-1. Spoiler:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Baykok
CotCT Monster 5 Traits: Trigger Undead To Defeat: Combat 21 When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed. Spoiler:
Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Spoiler:
Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Barriers Spoiler:
Stinging Wasps
CotCT Barrier 3 Traits: Magic Trap To Defeat: Dexterity Acrobatics Perception 11 OR Disable 9 If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Spoiler:
Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Spoiler:
Wyvern Blade Trap
Core Barrier 3 Traits: Poison Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned. Spoiler:
Assassination Squad
CotCT Barrier 3 Traits: Skirmish Trigger To Defeat: None 0 When examined, you may move to this location and encounter this barrier. When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated. Weapons Spoiler:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
Shock Kukri
CotCT Weapon 3 Traits: Electricity Finesse Knife Magic Melee Slashing To Acquire: Strength Acrobatics Melee 12 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4. Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spoiler:
Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Keen Orcish Axe
None Weapon 5 Traits: Axe Melee Slashing Magic Loot To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6. On a check against a Lock or Obstacle barrier, reload to add 1d8. Spells Spoiler:
Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Armors Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Sable Company Hide
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 11 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Items Spoiler:
Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Staff of Greater Necromancy
CotCT Item 6 Traits: Arcane Attack Divine Loot Magic Staff To Acquire: Arcane Divine 12 For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies. Allies Spoiler:
Pegg and Louie
CotCT Ally 5 Traits: Ghost Undead To Acquire: Wisdom Survival 13 OR Suffer The Scourge Frightened 0 When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced. Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened. Spoiler:
Djinn
Core Ally 3 Traits: Genie Outsider To Acquire: Charisma Diplomacy Knowledge 12 Recharge to draw a card, then shuffle your deck. Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore. Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Cerulean Mastermind
CotCT Ally 3 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Stealth 12 On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth. Discard to explore. This exploration, on your Stealth checks, add 1d10. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Blessings Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
The Worldbreaker
Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. Current Hour: Shelyn's Song:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Hours Remaining: 25 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
Old Deadeye Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 11 Kyra/Kulko: Hourglass Card 10 Arabundi/Chthonicthul
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 12 Hayato/rhynndavrie: Hourglass Card 11 Kyra/Kulko
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 13 Rivani/sirrogue: Hourglass Card 12 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul: Hourglass Card 13 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 15 Kyra/Kulko: Hourglass Card 14 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 16 Hayato/rhynndavrie: Hourglass Card 15 Kyra/Kulko
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. Spoiler: Hourglass Card 17 Rivani/sirrogue: Hourglass Card 16 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 18 Arabundi/Chthonicthul: Hourglass Card 17 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 19 Kyra/Kulko: Hourglass Card 18 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 20 Hayato/rhynndavrie: Hourglass Card 19 Kyra/Kulko
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. Spoiler: Hourglass Card 21 Rivani/sirrogue: Hourglass Card 20 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 22 Arabundi/Chthonicthul: Hourglass Card 21 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 23 Kyra/Kulko: Hourglass Card 22 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 24 Hayato/rhynndavrie: Hourglass Card 23 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 25 Rivani/sirrogue: Hourglass Card 24 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 25 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #2: Ruin
Ruin Card 1 (Good Omen): Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Ruin Card 2: Henchman Proxy B2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Ruin Card 3: Wraith
Core Story Bane 2 Type: Monster Traits: Incorporeal Undead Veteran Wraith To Defeat: Combat 13+## OR Divine 8+# Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained. Ruin Card 4: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 5: Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Ruin Card 6: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Ruin Card 7: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Ruin Card 8: Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Ruin Card 9:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Location #3: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2 Located/Displayed Here: None Chambers Card 1: Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Chambers Card 2: Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Chambers Card 3: Wight
Core Story Bane 1 Type: Monster Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Chambers Card 4: Madness Mist Trap
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. Chambers Card 5: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Chambers Card 6: Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Chambers Card 7: Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Chambers Card 8: Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Chambers Card 9: Bogeyman
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. Chambers Card 10: Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Chambers Card 11:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Location #4: Shrine Sacred Urban At This Location: On your Divine checks, add 2. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may draw a new blessing. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2 Located/Displayed Here: Kyra/Kulko, Rivani/sirrogue, None Shrine Card 1: The Winged Serpent
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+# On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore. Shrine Card 2: Wall of Light
Core Spell 3 Traits: Arcane Attack Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Shrine Card 3: Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Shrine Card 4: The Eclipse
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Shrine Card 5: Vampire
Core Story Bane 2 Type: Monster Traits: Undead Vampire Veteran To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+# Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained. Shrine Card 6: 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. Shrine Card 7: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Shrine Card 8: Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Shrine Card 9: Hungry Smoke
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. Shrine Card 10: Henchman Proxy B4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Shrine Card 11:
Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Location #5: Blood Pool Urban At This Location: After you discard cards as damage, bury a card from your discards. When Closing: Bury 2 cards. When Permanently Closed: Heal a card. M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2 Located/Displayed Here: None Blood Pool Card 1: Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Blood Pool Card 2: Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Blood Pool Card 3: Rajambari
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. Blood Pool Card 4: Mummy
Core Story Bane 2 Type: Monster Traits: Mummy Undead Veteran To Defeat: Combat 14+## Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded. Blood Pool Card 5: Poison Blast
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
Blood Pool Card 6: Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Blood Pool Card 7: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Blood Pool Card 8: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Blood Pool Card 9: Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Blood Pool Card 10: Henchman Proxy B5
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. Blood Pool Card 11:
Xenarth
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. Location #6: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Hayato/rhynndavrie, None Spider Nest Card 1: Ghoul
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. Spider Nest Card 2: Sable Company Leathers
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Acrobatics Fortitude 10 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier. Spider Nest Card 3: Dream Spider
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. Spider Nest Card 4: Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spider Nest Card 5: Henchman Proxy B6
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. Spider Nest Card 6: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 7: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spider Nest Card 8: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spider Nest Card 9: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spider Nest Card 10: Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spider Nest Card 11: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 3, Arabundi/Chthonicthul Random Cards:
Monsters Spoiler:
Inquisitor Devil
CotCT Monster 3 Traits: Devil Outsider To Defeat: Combat 17 OR Arcane 10 Immune to Fire and Poison. Resistant to Acid, Cold, and Melee. While acting, when another character plays a card, they suffer 1 Cold damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
Skeletal Minotaur
CotCT Monster 5 Traits: Skeleton Undead To Defeat: Combat 23 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at a Stealth or Survival 10 check or discard a weapon. Spoiler:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
Emperor Scorpion
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. Barriers Spoiler:
Obsession of Servitude
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * At the start of your turn, move to a random location. * Evade boons you encounter. * You may not play boons except during encounters with banes. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Exploding Runes
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. Spoiler:
Summoning Trap
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. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Assassination Squad
CotCT Barrier 3 Traits: Skirmish Trigger To Defeat: None 0 When examined, you may move to this location and encounter this barrier. When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated. Weapons Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spoiler:
Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Spoiler:
Keen Orcish Axe
None Weapon 5 Traits: Axe Melee Slashing Magic Loot To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6. On a check against a Lock or Obstacle barrier, reload to add 1d8. Spoiler:
The Tall Knife
CotCT Weapon 3 Traits: 2-Handed Guillotine Object Promo Slashing To Acquire: Strength 12 Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn. Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spells Spoiler:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Mistform
CotCT Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a non- Incorporeal monster, banish to evade it. On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8. DURING RECOVERY
Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Armors Spoiler:
Sable Company Hide
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 11 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Items Spoiler:
Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Spoiler:
Drums of Panic
CotCT Item 3 Traits: Instrument Magic To Acquire: Constitution Charisma 10 When a local character encounters a monster, display at your location. While displayed: * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Spoiler:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Blessings Spoiler:
The Mountain Man
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler:
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. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
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. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Hour Power: No effect. Current Hour: Incitation:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Kulko: Spoiler: Hourglass Card 2 Hayato/rhynndavrie: Hourglass Card 1 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 3 Rivani/sirrogue: Hourglass Card 2 Hayato/rhynndavrie
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Arabundi/Chthonicthul: Hourglass Card 3 Rivani/sirrogue
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 5 Kyra/Kulko: Hourglass Card 4 Arabundi/Chthonicthul
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 6 Hayato/rhynndavrie: Hourglass Card 5 Kyra/Kulko
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 7 Rivani/sirrogue: Hourglass Card 6 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 8 Arabundi/Chthonicthul: Hourglass Card 7 Rivani/sirrogue
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Kyra/Kulko: Hourglass Card 8 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 10 Hayato/rhynndavrie: Hourglass Card 9 Kyra/Kulko
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 11 Rivani/sirrogue: Hourglass Card 10 Hayato/rhynndavrie
Old Deadeye Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Spoiler: Hourglass Card 12 Arabundi/Chthonicthul: Hourglass Card 11 Rivani/sirrogue
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 13 Kyra/Kulko: Hourglass Card 12 Arabundi/Chthonicthul
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 14 Hayato/rhynndavrie: Hourglass Card 13 Kyra/Kulko
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 15 Rivani/sirrogue: Hourglass Card 14 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 16 Arabundi/Chthonicthul: Hourglass Card 15 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 17 Kyra/Kulko: Hourglass Card 16 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 18 Hayato/rhynndavrie: Hourglass Card 17 Kyra/Kulko
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. Spoiler: Hourglass Card 19 Rivani/sirrogue: Hourglass Card 18 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 20 Arabundi/Chthonicthul: Hourglass Card 19 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 21 Kyra/Kulko: Hourglass Card 20 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 22 Hayato/rhynndavrie: Hourglass Card 21 Kyra/Kulko
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. Spoiler: Hourglass Card 23 Rivani/sirrogue: Hourglass Card 22 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 24 Arabundi/Chthonicthul: Hourglass Card 23 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 25 Kyra/Kulko: Hourglass Card 24 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 26 Hayato/rhynndavrie: Hourglass Card 25 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 27 Rivani/sirrogue: Hourglass Card 26 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 27 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #1: Vault of the Sleepers
Vault of the Sleepers Card 1 (Obsession of Battle): Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Vault of the Sleepers Card 2: Plague Zombie
CotCT Story Bane 2 Type: Monster Traits: Disease Undead Veteran Zombie To Defeat: Combat 10 THEN Combat 11+## Immune to Mental and Poison. After acting, a local character suffers 1d4-1 Combat damage. If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued. Vault of the Sleepers Card 3: Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Vault of the Sleepers Card 4: Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Vault of the Sleepers Card 5:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Location #2: Ruin Urban At This Location: When a monster is undefeated, shuffle a new monster into the location. When Closing: Summon and defeat the danger. When Permanently Closed: Shuffle a new monster into another location. M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Arabundi/Chthonicthul, None Ruin Card 1: Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Ruin Card 2: Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Ruin Card 3: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Ruin Card 4: Henchman Proxy B2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Ruin Card 5: Wraith
Core Story Bane 2 Type: Monster Traits: Incorporeal Undead Veteran Wraith To Defeat: Combat 13+## OR Divine 8+# Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained. Ruin Card 6: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 7: Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Ruin Card 8: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Ruin Card 9: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Ruin Card 10: Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Ruin Card 11:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Location #3: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2 Located/Displayed Here: None Chambers Card 1: Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Chambers Card 2: Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Chambers Card 3: Wight
Core Story Bane 1 Type: Monster Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Chambers Card 4: Madness Mist Trap
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. Chambers Card 5: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Chambers Card 6: Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Chambers Card 7: Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Chambers Card 8: Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Chambers Card 9: Bogeyman
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. Chambers Card 10: Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Chambers Card 11:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Location #4: Shrine Sacred Urban At This Location: On your Divine checks, add 2. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may draw a new blessing. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2 Located/Displayed Here: None Shrine Card 1: The Winged Serpent
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+# On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore. Shrine Card 2: Wall of Light
Core Spell 3 Traits: Arcane Attack Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Shrine Card 3: Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Shrine Card 4: The Eclipse
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Shrine Card 5: Vampire
Core Story Bane 2 Type: Monster Traits: Undead Vampire Veteran To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+# Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained. Shrine Card 6: 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. Shrine Card 7: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Shrine Card 8: Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Shrine Card 9: Hungry Smoke
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. Shrine Card 10: Henchman Proxy B4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Shrine Card 11:
Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Location #5: Blood Pool Urban At This Location: After you discard cards as damage, bury a card from your discards. When Closing: Bury 2 cards. When Permanently Closed: Heal a card. M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2 Located/Displayed Here: None Blood Pool Card 1: Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Blood Pool Card 2: Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Blood Pool Card 3: Rajambari
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. Blood Pool Card 4: Mummy
Core Story Bane 2 Type: Monster Traits: Mummy Undead Veteran To Defeat: Combat 14+## Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded. Blood Pool Card 5: Poison Blast
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
Blood Pool Card 6: Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Blood Pool Card 7: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Blood Pool Card 8: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Blood Pool Card 9: Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Blood Pool Card 10: Henchman Proxy B5
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. Blood Pool Card 11:
Xenarth
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. Location #6: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: None Spider Nest Card 1: Ghoul
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. Spider Nest Card 2: Sable Company Leathers
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Acrobatics Fortitude 10 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier. Spider Nest Card 3: Dream Spider
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. Spider Nest Card 4: Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spider Nest Card 5: Henchman Proxy B6
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. Spider Nest Card 6: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 7: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spider Nest Card 8: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spider Nest Card 9: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spider Nest Card 10: Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spider Nest Card 11: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 1, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Spoiler:
Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Spoiler:
Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spoiler:
Basilisk
Core Monster 3 Traits: Aberration Basilisk To Defeat: Combat 14 Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled. If undefeated, bury a random card from your discards. If defeated, remove the scourges Dazed and Entangled from all local characters. Spoiler:
Hordemaster
CotCT Monster 5 Traits: Undead To Defeat: Combat 22 Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Barriers Spoiler:
Forbiddance
CotCT Barrier 5 Traits: Curse Trap To Defeat: Wisdom 13 OR Arcane Divine 15 If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When you would explore, move to a random other location and explore it instead. * When this location is closed, banish this barrier. Spoiler:
Red Mantis Ambush
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. Spoiler:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Spoiler:
Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Spoiler:
Wyvern Blade Trap
Core Barrier 3 Traits: Poison Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned. Weapons Spoiler:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Spells Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Spoiler:
Dragon's Breath
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
Spoiler:
Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Armors Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Items Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Allies Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
Raccoon
Core Ally 3 Traits: Animal To Acquire: Wisdom Survival 12 On a local Dexterity non-combat or Disable check, recharge to add 1d8. Discard to explore. If you encounter a barrier, you may evade it and explore. Spoiler:
Cerulean Mastermind
CotCT Ally 3 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Stealth 12 On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth. Discard to explore. This exploration, on your Stealth checks, add 1d10. Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Blessings Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
Urgathoa's Gluttony
Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Hour Power: On your Stealth check or your check that invokes the Poison trait, add 1d4. Current Hour: Norgorber's Shadow:
Norgorber's Shadow
Core Blessing 2 Traits: Deity: Norgorber Divine Veteran When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+# On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
Master of Masters Core Blessing 3 Traits: Deity: Irori Divine When this is the hour: On your check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 8 On any check, discard to bless. On your check, discard to bless twice. Discard to explore. This exploration, you may reroll any dice showing 1. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 11 Kyra/Kulko: Hourglass Card 10 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Hayato/rhynndavrie: Hourglass Card 11 Kyra/Kulko
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 13 Rivani/sirrogue: Hourglass Card 12 Hayato/rhynndavrie
Old Deadeye Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul: Hourglass Card 13 Rivani/sirrogue
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 15 Kyra/Kulko: Hourglass Card 14 Arabundi/Chthonicthul
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 16 Hayato/rhynndavrie: Hourglass Card 15 Kyra/Kulko
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 17 Rivani/sirrogue: Hourglass Card 16 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 18 Arabundi/Chthonicthul: Hourglass Card 17 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 19 Kyra/Kulko: Hourglass Card 18 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 20 Hayato/rhynndavrie: Hourglass Card 19 Kyra/Kulko
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. Spoiler: Hourglass Card 21 Rivani/sirrogue: Hourglass Card 20 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 22 Arabundi/Chthonicthul: Hourglass Card 21 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 23 Kyra/Kulko: Hourglass Card 22 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 24 Hayato/rhynndavrie: Hourglass Card 23 Kyra/Kulko
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. Spoiler: Hourglass Card 25 Rivani/sirrogue: Hourglass Card 24 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 26 Arabundi/Chthonicthul: Hourglass Card 25 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 27 Kyra/Kulko: Hourglass Card 26 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 28 Hayato/rhynndavrie: Hourglass Card 27 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 29 Rivani/sirrogue: Hourglass Card 28 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 29 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #1: Vault of the Sleepers
Vault of the Sleepers Card 1: Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Vault of the Sleepers Card 2: Henchman Proxy B1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Vault of the Sleepers Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Vault of the Sleepers Card 4: Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Vault of the Sleepers Card 5: Wayfinder
Core Item 3 Traits: Magic Object To Acquire: Wisdom Survival 10 Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore. Vault of the Sleepers Card 6: Assassination Squad
CotCT Barrier 3 Traits: Skirmish Trigger To Defeat: None 0 When examined, you may move to this location and encounter this barrier. When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated. Vault of the Sleepers Card 7: Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Vault of the Sleepers Card 8: Plague Zombie
CotCT Story Bane 2 Type: Monster Traits: Disease Undead Veteran Zombie To Defeat: Combat 10 THEN Combat 11+## Immune to Mental and Poison. After acting, a local character suffers 1d4-1 Combat damage. If undefeated, each local character must succeed at a Constitution or Fortitude 4+# check or suffer the scourge Plagued. Vault of the Sleepers Card 9: Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Vault of the Sleepers Card 10: Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Vault of the Sleepers Card 11:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Location #2: Ruin Urban At This Location: When a monster is undefeated, shuffle a new monster into the location. When Closing: Summon and defeat the danger. When Permanently Closed: Shuffle a new monster into another location. M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Arabundi/Chthonicthul, None Ruin Card 1: Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Ruin Card 2: Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Ruin Card 3: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Ruin Card 4: Henchman Proxy B2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Ruin Card 5: Wraith
Core Story Bane 2 Type: Monster Traits: Incorporeal Undead Veteran Wraith To Defeat: Combat 13+## OR Divine 8+# Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained. Ruin Card 6: Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Ruin Card 7: Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Ruin Card 8: Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Ruin Card 9: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Ruin Card 10: Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Ruin Card 11:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Location #3: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 2 Located/Displayed Here: None Chambers Card 1: Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Chambers Card 2: Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Chambers Card 3: Wight
Core Story Bane 1 Type: Monster Traits: Undead Wight Veteran To Defeat: Knowledge 6+# OR Combat 10+## Immune to Mental and Poison. Before acting, suffer 1 Cold damage. If undefeated, suffer the scourge Drained. Chambers Card 4: Madness Mist Trap
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. Chambers Card 5: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Chambers Card 6: Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Chambers Card 7: Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Chambers Card 8: Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Chambers Card 9: Bogeyman
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. Chambers Card 10: Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Chambers Card 11:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Location #4: Shrine Sacred Urban At This Location: On your Divine checks, add 2. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may draw a new blessing. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 2 Located/Displayed Here: None Shrine Card 1: The Winged Serpent
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+# On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore. Shrine Card 2: Wall of Light
Core Spell 3 Traits: Arcane Attack Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Shrine Card 3: Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Shrine Card 4: The Eclipse
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Shrine Card 5: Vampire
Core Story Bane 2 Type: Monster Traits: Undead Vampire Veteran To Defeat: Combat 10+## THEN Combat 10+## OR Divine 7+# Immune to Mental and Poison. While acting, before any character plays a card, that character recharges a card. If undefeated, bury 2 random cards from your discards and suffer the scourge Drained. Shrine Card 6: 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. Shrine Card 7: Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Shrine Card 8: Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Shrine Card 9: Hungry Smoke
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. Shrine Card 10: Henchman Proxy B4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Shrine Card 11:
Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Location #5: Blood Pool Urban At This Location: After you discard cards as damage, bury a card from your discards. When Closing: Bury 2 cards. When Permanently Closed: Heal a card. M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2 Located/Displayed Here: None Blood Pool Card 1: Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Blood Pool Card 2: Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Blood Pool Card 3: Rajambari
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. Blood Pool Card 4: Mummy
Core Story Bane 2 Type: Monster Traits: Mummy Undead Veteran To Defeat: Combat 14+## Immune to Cold, Mental, and Poison. Vulnerable to Fire. If undefeated, bury your discards and suffer the scourge Wounded. Blood Pool Card 5: Poison Blast
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
Blood Pool Card 6: Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Blood Pool Card 7: Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Blood Pool Card 8: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Blood Pool Card 9: Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Blood Pool Card 10: Henchman Proxy B5
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. Blood Pool Card 11:
Xenarth
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. Location #6: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: None Spider Nest Card 1: Ghoul
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. Spider Nest Card 2: Sable Company Leathers
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Acrobatics Fortitude 10 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier. Spider Nest Card 3: Dream Spider
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. Spider Nest Card 4: Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spider Nest Card 5: Henchman Proxy B6
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. Spider Nest Card 6: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 7: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spider Nest Card 8: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Spider Nest Card 9: Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spider Nest Card 10: Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spider Nest Card 11: Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5D: Blood Brothers When you examine or encounter a Proxy B, summon and encounter a random Undead story bane (from the Curse of the Crimson Throne high-level story bane roster); if it is defeated, banish the Proxy B; otherwise, shuffle the Proxy B back into the location it came from. When you encounter an Undead story bane and it is undefeated, you may either suffer the scourge Drained or display the Perils wildcard Unhallowed; when you defeat an Undead story bane, you may banish your Drained scourge or the Perils wildcard Unhallowed. Undead Story Bane:
Unhallowed:
On any check, when you would discard a blessing for its power, bury it instead; when you would recharge it for its power, discard it instead. Additional Rules: Danger:
Villain:
Lysanar-Proxy V1:
Lysanar Story Bane 5 Monster Traits: Human Wizard To Defeat: Combat 15+## Before acting, succeed at an Arcane, Constitution or Fortitude 13+# check or subtract 1d4 for each die rolled from your check to defeat. If undefeated, display the Onslaughts wildcard Withering (At the end of your turn, bury a random card from your discards). Henchman (Closing):
Scenario Level (#): 5 Turn: 0, Kyra/Kulko Random Cards:
Monsters Spoiler:
Enormous Reefclaw
CotCT Monster 3 Traits: Aberration Aquatic To Defeat: Combat 19 Before acting, each local character suffers 1 Combat damage. If this monster would be defeated, reroll. Spoiler:
Sentinel Devil
CotCT Monster 5 Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. If the check to defeat does not have the Attack or Ranged trait, suffer the scourge Wounded. Spoiler:
Fury Devil
CotCT Monster 5 Traits: Devil Outsider To Defeat: Combat 23 Immune to Fire and Poison. Resistant to Acid and Cold. Before acting, succeed at a Dexterity, Wisdom, or Acrobatics 11 check or suffer the scourges Entangled and Frightened. If undefeated, each local character suffers 1d4 Force damage. Spoiler:
Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Spoiler:
Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Barriers Spoiler:
Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Spoiler:
Fangs of Diomazul
CotCT Barrier 3 Traits: Construct Trap To Defeat: Dexterity Acrobatics Disable Stealth 11 If undefeated, display this barrier at your location. While displayed, at this location: * When you explore, suffer 1d4 Combat damage. * For your first exploration of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Spoiler:
Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Weapons Spoiler:
Limning Starknife
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. Spoiler:
Shock Kukri
CotCT Weapon 3 Traits: Electricity Finesse Knife Magic Melee Slashing To Acquire: Strength Acrobatics Melee 12 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4. Spoiler:
Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Acidic Bolas
CotCT Weapon 3 Traits: Acid Bludgeoning Chain Magic Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location. If proficient, discard to evade a monster you encounter. Spoiler:
The Tall Knife
CotCT Weapon 3 Traits: 2-Handed Guillotine Object Promo Slashing To Acquire: Strength 12 Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn. Spells Spoiler:
Magical Mansion
CotCT Spell 3 Traits: Arcane Magic Healing To Acquire: IntelligenceArcane 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
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Armors Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Items Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Allies Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Spoiler:
Nightspear
CotCT Ally 4 Traits: Agathion Outsider Healing To Acquire: WisdomSurvival 11 OR Divine 9 At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings. Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded. Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Blessings Spoiler:
The Lady of Mysteries
Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler:
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. Spoiler:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie: Spoiler: Hourglass Card 2 Rivani/sirrogue: Hourglass Card 1 Hayato/rhynndavrie
Norgorber's Shadow Core Blessing 2 Traits: Deity: Norgorber Divine Veteran When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+# On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore. Spoiler: Hourglass Card 3 Arabundi/Chthonicthul: Hourglass Card 2 Rivani/sirrogue
Master of Masters Core Blessing 3 Traits: Deity: Irori Divine When this is the hour: On your check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 8 On any check, discard to bless. On your check, discard to bless twice. Discard to explore. This exploration, you may reroll any dice showing 1. Spoiler: Hourglass Card 4 Kyra/Kulko: Hourglass Card 3 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Hayato/rhynndavrie: Hourglass Card 4 Kyra/Kulko
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 6 Rivani/sirrogue: Hourglass Card 5 Hayato/rhynndavrie
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Arabundi/Chthonicthul: Hourglass Card 6 Rivani/sirrogue
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 8 Kyra/Kulko: Hourglass Card 7 Arabundi/Chthonicthul
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 9 Hayato/rhynndavrie: Hourglass Card 8 Kyra/Kulko
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 10 Rivani/sirrogue: Hourglass Card 9 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 11 Arabundi/Chthonicthul: Hourglass Card 10 Rivani/sirrogue
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Kyra/Kulko: Hourglass Card 11 Arabundi/Chthonicthul
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 13 Hayato/rhynndavrie: Hourglass Card 12 Kyra/Kulko
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 14 Rivani/sirrogue: Hourglass Card 13 Hayato/rhynndavrie
Old Deadeye Core Blessing 3 Traits: Deity: Erastil Divine When this is the hour: On your check, if you are at a Wild location, add 1d4. To Acquire: Dexterity Divine Survival 8 On any check, discard to bless. On a Dexterity or Survival check, discard to bless twice. Discard to explore. Recharge to explore a Wild location. Spoiler: Hourglass Card 15 Arabundi/Chthonicthul: Hourglass Card 14 Rivani/sirrogue
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 16 Kyra/Kulko: Hourglass Card 15 Arabundi/Chthonicthul
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 17 Hayato/rhynndavrie: Hourglass Card 16 Kyra/Kulko
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 18 Rivani/sirrogue: Hourglass Card 17 Hayato/rhynndavrie
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 19 Arabundi/Chthonicthul: Hourglass Card 18 Rivani/sirrogue
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler: Hourglass Card 20 Kyra/Kulko: Hourglass Card 19 Arabundi/Chthonicthul
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 21 Hayato/rhynndavrie: Hourglass Card 20 Kyra/Kulko
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. Spoiler: Hourglass Card 22 Rivani/sirrogue: Hourglass Card 21 Hayato/rhynndavrie
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 23 Arabundi/Chthonicthul: Hourglass Card 22 Rivani/sirrogue
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 24 Kyra/Kulko: Hourglass Card 23 Arabundi/Chthonicthul
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 25 Hayato/rhynndavrie: Hourglass Card 24 Kyra/Kulko
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. Spoiler: Hourglass Card 26 Rivani/sirrogue: Hourglass Card 25 Hayato/rhynndavrie
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 27 Arabundi/Chthonicthul: Hourglass Card 26 Rivani/sirrogue
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 28 Kyra/Kulko: Hourglass Card 27 Arabundi/Chthonicthul
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 29 Hayato/rhynndavrie: Hourglass Card 28 Kyra/Kulko
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 30 Rivani/sirrogue: Hourglass Card 29 Hayato/rhynndavrie
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 30 Rivani/sirrogue
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #1: Vault of the Sleepers
Location #2: Ruin
Location #3: Chambers
Location #4: Shrine
Location #5: Blood Pool
Location #6: Spider Nest
7-5D: Blood Brothers “Not now, I’m busy,” he says when you try to get his attention. “Actually, you could make yourself useful and do something about all these undead. That is why you’re here isn’t it?” Without waiting for a reply, he points to the north. “My blood-bound companion is making them for some reason. He has gone insane if you ask me; no good can come from messing with the dead." “You seem capable. The same bond that prevents the undead from harming me also prevents me from doing anything that would harm Lysanar. But you could go deal with him. He has set up some sort of necromantic circle in the northern chamber, and several alchemy projects, and a bunch of undead. It’s a mess up there.” It seems the Pathfinders won’t be getting their iron golem. At least you have finally found the source of the undead and possibly the rest of the evil artifacts. You just need to "get to him…”
7-5C: The Vault of the Sleepers - acquired cards Venomous Dagger (Weapon 3)
Clairvoyance (Spell 3)
Bloodroot Poison (Item 3) Lyrune-quah Moon Maiden (Ally 5)
The Healing Light (Blessing 3) Standard +1 HP for victory, and a couple new loot cards to ponder. Also don't forget about that reward that you can banish a card and pick up a #-2 card, if that is helpful.
7-5C: The Vault of the Sleepers Development: The map was fairly accurate, leading you directly to what Lysanar called the Vault of the Sleepers. A vast chamber filled with endless rows of stone soldiers greeted you. The soldiers, frozen in poses of attention and readiness, stood as silent testimony to the power that the commander of this army could wield. Between the stone statues lurked foul undead, guarding the secrets of the room. You were able to fight your way through the creatures to the far side of the room where a man is studying friezes on the wall by torch light. Beside him stands another trademark Ardoc iron golem; you have found Bathus. Reward: Loot: the spell Sadomasochism, the spell Boneshatter, and the armor Mantle of Faith Sadomasochism:
Spell 6 Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead. Boneshatter:
Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Mantle of Faith:
Armor Traits: Light Armor Magic To Acquire: Constitution Fortitude 15 Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Acquired cards will be posted to the discussion.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 21, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Spoiler:
Emperor Scorpion
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. Spoiler:
Manticore
Core Monster 3 Traits: Aberration Manticore To Defeat: Combat 15 Before acting, a random character suffers 1d4+1 Ranged Combat damage. If undefeated, each local character suffers 1 Ranged Combat damage. Spoiler:
Wyvern
CotCT Monster 4 Traits: Dragon To Defeat: Combat 18 OR Survival 12 Damage suffered from this monster may not be reduced. Before acting, succeed at a Constitution or Fortitude 8 check or suffer 1 Poison damage and the scourge Poisoned. Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Barriers Spoiler:
Fangs of Diomazul
CotCT Barrier 3 Traits: Construct Trap To Defeat: Dexterity Acrobatics Disable Stealth 11 If undefeated, display this barrier at your location. While displayed, at this location: * When you explore, suffer 1d4 Combat damage. * For your first exploration of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Warband
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. Spoiler:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spoiler:
Acidic Bolas
CotCT Weapon 3 Traits: Acid Bludgeoning Chain Magic Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location. If proficient, discard to evade a monster you encounter. Spells Spoiler:
Restorative Touch
Core Spell 3 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Spoiler:
Poison Blast
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
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Armors Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Items Spoiler:
Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Spoiler:
Staff of Greater Necromancy
CotCT Item 6 Traits: Arcane Attack Divine Loot Magic Staff To Acquire: Arcane Divine 12 For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies. Spoiler:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Allies Spoiler:
Ruan Mirukova
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 12 On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card. Discard to explore; you may first heal a card. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Blessings Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
Irori's Mastery
Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler:
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. Spoiler:
The Uprising
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. Current Hour: Urgathoa's Gluttony:
Urgathoa's Gluttony
Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Hours Remaining: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
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. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 9 Rivani/sirrogue
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. Location #3: Vault of the Sleepers
Vault of the Sleepers Card 1: Magical Mansion
CotCT Spell 3 Traits: Arcane Magic Healing To Acquire: IntelligenceArcane 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
Vault of the Sleepers Card 2: The Healing Light
Core Blessing 3 Traits: Deity: Sarenrae Divine When this is the hour: Characters cannot suffer scourges. To Acquire: Wisdom Divine 8 On any check, discard to bless. If the character succeeds at the check, heal them for a card. Discard to explore. This exploration, if you succeed at your first check, you may heal a card. Vault of the Sleepers Card 3: Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Vault of the Sleepers Card 4: Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Vault of the Sleepers Card 5: Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Vault of the Sleepers Card 6: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Vault of the Sleepers Card 7: Giant Anaconda
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. Vault of the Sleepers Card 8: Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 18, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spoiler:
Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Spoiler:
Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spoiler:
Red Mantis Initiate
CotCT Monster 2 Traits: Human Ranger Veteran To Defeat: Combat 10+## OR Wisdom 5+# Before acting, a random local character suffers 1d4 Ranged Combat damage. If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned. Spoiler:
Baykok
CotCT Monster 5 Traits: Trigger Undead To Defeat: Combat 21 When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed. Barriers Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Spoiler:
Red Mantis Ambush
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. Spoiler:
Stinging Wasps
CotCT Barrier 3 Traits: Magic Trap To Defeat: Dexterity Acrobatics Perception 11 OR Disable 9 If undefeated, mark your location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Spoiler:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Weapons Spoiler:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Keen Orcish Axe
None Weapon 5 Traits: Axe Melee Slashing Magic Loot To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6. On a check against a Lock or Obstacle barrier, reload to add 1d8. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Acidic Bolas
CotCT Weapon 3 Traits: Acid Bludgeoning Chain Magic Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location. If proficient, discard to evade a monster you encounter. Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
Divine Fortune
CotCT Spell 3 Traits: Divine Magic To Acquire: Wisdom Divine 11 Display. While displayed: * On local checks, add 1d6. * At the start of your turn, banish. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Armors Spoiler:
Magic Spiked Full Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Allies Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Acadamae Scholar
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. Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Blessings Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
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. Spoiler:
The Hidden Truth
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Spoiler:
The Rabbit Prince
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire: Dexterity Melee 4+# On any combat check, freely recharge to bless; reroll 1 die showing the highest value. Discard to explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hour Power: When you fail a check, you may bury your hand and discards to reroll. Current Hour: Asmodeus's Tyranny:
Asmodeus's Tyranny
Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
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. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 12 Rivani/sirrogue
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. Location #3: Vault of the Sleepers
Vault of the Sleepers Card 1: The Healing Light
Core Blessing 3 Traits: Deity: Sarenrae Divine When this is the hour: Characters cannot suffer scourges. To Acquire: Wisdom Divine 8 On any check, discard to bless. If the character succeeds at the check, heal them for a card. Discard to explore. This exploration, if you succeed at your first check, you may heal a card. Vault of the Sleepers Card 2: Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Vault of the Sleepers Card 3: 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. Vault of the Sleepers Card 4: Ghoul
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. Vault of the Sleepers Card 5: Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Vault of the Sleepers Card 6: Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Vault of the Sleepers Card 7: Obsession of Servitude
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * At the start of your turn, move to a random location. * Evade boons you encounter. * You may not play boons except during encounters with banes. * When a power would remove 1 of your scourges, you may instead banish this barrier. Vault of the Sleepers Card 8: Giant Anaconda
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. Vault of the Sleepers Card 9: Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Vault of the Sleepers Card 10: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Vault of the Sleepers Card 11: Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Vault of the Sleepers Card 12: Magical Mansion
CotCT Spell 3 Traits: Arcane Magic Healing To Acquire: IntelligenceArcane 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
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 15, Arabundi/Chthonicthul Random Cards:
Monsters Spoiler:
Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Roc
CotCT Monster 4 Traits: Animal To Defeat: Combat 19 If undefeated, move to a random Wild location; if there are none, move to a random location. Then shuffle this monster into its location. Spoiler:
Emperor Scorpion
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. Spoiler:
Xenarth
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. Barriers Spoiler:
Exploding Runes
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. Spoiler:
Vortex of Madness
CotCT Barrier 4 Traits: Curse Trigger To Defeat: Intelligence Perception 11 OR Wisdom Divine 13 When examined, encounter this barrier. If undefeated, suffer the scourges Frightened and Wounded, then a random other local character summons and encounters this barrier. Spoiler:
Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Spoiler:
Perplexing Text
Core Barrier 1 Traits: Cache Veteran To Defeat: Intelligence Knowledge 7+# If undefeated, end your turn. If defeated, draw a new spell or Book item. Spoiler:
Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Weapons Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Restorative Touch
Core Spell 3 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Spoiler:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Wall of Light
Core Spell 3 Traits: Arcane Attack Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Armors Spoiler:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Sable Company Leathers
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Acrobatics Fortitude 10 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Acrobatics modifier. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Spoiler:
Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Drums of Panic
CotCT Item 3 Traits: Instrument Magic To Acquire: Constitution Charisma 10 When a local character encounters a monster, display at your location. While displayed: * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it. * At the start of your turn, discard this card; if proficient, recharge it instead. Allies Spoiler:
Raccoon
Core Ally 3 Traits: Animal To Acquire: Wisdom Survival 12 On a local Dexterity non-combat or Disable check, recharge to add 1d8. Discard to explore. If you encounter a barrier, you may evade it and explore. Spoiler:
Hellknight of the Nail
CotCT Ally 3 Traits: Hellknight Human To Acquire: Charisma Diplomacy 11 On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Cerulean Mastermind
CotCT Ally 3 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Stealth 12 On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth. Discard to explore. This exploration, on your Stealth checks, add 1d10. Spoiler:
Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Blessings Spoiler:
The Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
The Mountain Man
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler:
The Peacock
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Hour Power: When you fail a check, you may bury your hand and discards to reroll. Current Hour: Asmodeus's Tyranny:
Asmodeus's Tyranny
Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Hours Remaining: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Kulko: Spoiler: Hourglass Card 2 Hayato/rhynndavrie: Hourglass Card 1 Kyra/Kulko
Lady Despair Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler: Hourglass Card 3 Rivani/sirrogue: Hourglass Card 2 Hayato/rhynndavrie
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 4 Arabundi/Chthonicthul: Hourglass Card 3 Rivani/sirrogue
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 5 Kyra/Kulko: Hourglass Card 4 Arabundi/Chthonicthul
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 6 Hayato/rhynndavrie: Hourglass Card 5 Kyra/Kulko
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 7 Rivani/sirrogue: Hourglass Card 6 Hayato/rhynndavrie
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 8 Arabundi/Chthonicthul: Hourglass Card 7 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 9 Kyra/Kulko: Hourglass Card 8 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 10 Hayato/rhynndavrie: Hourglass Card 9 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 11 Rivani/sirrogue: Hourglass Card 10 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 12 Arabundi/Chthonicthul: Hourglass Card 11 Rivani/sirrogue
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. Spoiler: Hourglass Card 13 Kyra/Kulko: Hourglass Card 12 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 14 Hayato/rhynndavrie: Hourglass Card 13 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 15 Rivani/sirrogue: Hourglass Card 14 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 15 Rivani/sirrogue
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. Location #3: Vault of the Sleepers
Vault of the Sleepers Card 1: Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Vault of the Sleepers Card 2: Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Vault of the Sleepers Card 3: 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. Vault of the Sleepers Card 4: Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Vault of the Sleepers Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Vault of the Sleepers Card 6: The Healing Light
Core Blessing 3 Traits: Deity: Sarenrae Divine When this is the hour: Characters cannot suffer scourges. To Acquire: Wisdom Divine 8 On any check, discard to bless. If the character succeeds at the check, heal them for a card. Discard to explore. This exploration, if you succeed at your first check, you may heal a card. Vault of the Sleepers Card 7: Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Vault of the Sleepers Card 8: Obsession of Servitude
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * At the start of your turn, move to a random location. * Evade boons you encounter. * You may not play boons except during encounters with banes. * When a power would remove 1 of your scourges, you may instead banish this barrier. Vault of the Sleepers Card 9: Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Vault of the Sleepers Card 10: Magical Mansion
CotCT Spell 3 Traits: Arcane Magic Healing To Acquire: IntelligenceArcane 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
Vault of the Sleepers Card 11: Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Vault of the Sleepers Card 12: Fireball Beads
CotCT Item 4 Traits: Accessory Arcane Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish to roll 3d6+12. DURING RECOVERY
Vault of the Sleepers Card 13: Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Vault of the Sleepers Card 14: Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Vault of the Sleepers Card 15: Giant Anaconda
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. Vault of the Sleepers Card 16: Ghoul
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.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 14, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spoiler:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
Soul Mistress
CotCT Monster 5 Traits: Hag Outsider To Defeat: Combat 21 Immune to Cold and Fire. Resistant to Attack. When you discard cards as damage, you must first choose items. If undefeated, suffer the scourge Plagued. Spoiler:
Garden Guardian
CotCT Monster 3 Traits: Outsider Plant To Defeat: Combat 15 Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 7 check or suffer the scourge Poisoned. Spoiler:
Chimera
Core Monster 3 Traits: Aberration Chimera To Defeat: Combat 9 THEN Combat 10 THEN Combat 11 Before acting, each local character suffers 1 Fire damage. If undefeated, 3 random local characters suffer 1d4 Combat damage. Barriers Spoiler:
Perplexing Text
Core Barrier 1 Traits: Cache Veteran To Defeat: Intelligence Knowledge 7+# If undefeated, end your turn. If defeated, draw a new spell or Book item. Spoiler:
Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Weapons Spoiler:
Shock Kukri
CotCT Weapon 3 Traits: Electricity Finesse Knife Magic Melee Slashing To Acquire: Strength Acrobatics Melee 12 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4. Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Limning Starknife
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. Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spoiler:
Keen Spiked Chain
CotCT Weapon 5 Traits: 2-Handed Chain Finesse Magic Melee Piercing To Acquire: Strength Acrobatics Melee 15 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Spoiler:
Mistform
CotCT Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a non- Incorporeal monster, banish to evade it. On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8. DURING RECOVERY
Spoiler:
Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Armors Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Items Spoiler:
Wyvern Poison
CotCT Item 5 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d12 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Silver War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Allies Spoiler:
Nightspear
CotCT Ally 4 Traits: Agathion Outsider Healing To Acquire: WisdomSurvival 11 OR Divine 9 At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings. Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded. Spoiler:
Djinn
Core Ally 3 Traits: Genie Outsider To Acquire: Charisma Diplomacy Knowledge 12 Recharge to draw a card, then shuffle your deck. Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore. Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Cerulean Mastermind
CotCT Ally 3 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Stealth 12 On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth. Discard to explore. This exploration, on your Stealth checks, add 1d10. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Blessings Spoiler:
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. Spoiler:
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. Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler:
The Empty Throne
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, you may banish a boon to reroll a die. To Acquire: Charisma Divine 4+# On any check, discard to bless. Discard to ignore a bane's before acting or after acting powers. Discard to explore. This exploration, you may ignore banes' before acting or after acting powers. Hour Power: On each check, the first blessing played to bless may be played freely. Current Hour: Desna's Freedom:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Hours Remaining: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
Lady Despair Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
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. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 16 Rivani/sirrogue
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. Location #2: Lair
Lair Card 1 (Madness Mist Trap): Madness Mist Trap
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. Lair Card 2: Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Lair Card 3: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Lair Card 4: Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Lair Card 5: Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 6, Rivani/sirrogue Random Cards:
Monsters Spoiler:
Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Spoiler:
Emperor Cobra
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. Spoiler:
Ember Ghoul
CotCT Monster 5 Traits: Ghoul Undead To Defeat: Combat 20 Immune to Fire, Mental, and Poison. Vulnerable to Cold. After acting, each local character must succeed at a Constitution or Fortitude 8 check or bury the top card of their deck. Spoiler:
Enormous Reefclaw
CotCT Monster 3 Traits: Aberration Aquatic To Defeat: Combat 19 Before acting, each local character suffers 1 Combat damage. If this monster would be defeated, reroll. Spoiler:
Manticore
Core Monster 3 Traits: Aberration Manticore To Defeat: Combat 15 Before acting, a random character suffers 1d4+1 Ranged Combat damage. If undefeated, each local character suffers 1 Ranged Combat damage. Barriers Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Biting Tigers
CotCT Barrier 3 Traits: Magic Trap To Defeat: Combat 16 OR Acrobatics Disable Stealth 9 Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1d6 Combat damage. Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
Summoning Trap
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. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Dragon's Breath
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
Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Spoiler:
Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Armors Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Staff of Greater Necromancy
CotCT Item 6 Traits: Arcane Attack Divine Loot Magic Staff To Acquire: Arcane Divine 12 For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies. Allies Spoiler:
Acadamae Scholar
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. Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Spoiler:
Raccoon
Core Ally 3 Traits: Animal To Acquire: Wisdom Survival 12 On a local Dexterity non-combat or Disable check, recharge to add 1d8. Discard to explore. If you encounter a barrier, you may evade it and explore. Blessings Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
The Gold-fisted
Core Blessing 3 Traits: Deity: Abadar Divine When this is the hour: When you acquire a boon, you may recharge a card. To Acquire: Craft Divine 8 On a local check to acquire, reload to add 1d4. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Hour Power: On each check, the first blessing played to bless may be played freely. Current Hour: Desna's Freedom:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Hours Remaining: 24 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arabundi/Chthonicthul: Spoiler: Hourglass Card 2 Kyra/Kulko: Hourglass Card 1 Arabundi/Chthonicthul
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 3 Hayato/rhynndavrie: Hourglass Card 2 Kyra/Kulko
The Queen Mother CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler: Hourglass Card 4 Rivani/sirrogue: Hourglass Card 3 Hayato/rhynndavrie
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 5 Arabundi/Chthonicthul: Hourglass Card 4 Rivani/sirrogue
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 6 Kyra/Kulko: Hourglass Card 5 Arabundi/Chthonicthul
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 7 Hayato/rhynndavrie: Hourglass Card 6 Kyra/Kulko
The Eternal Rose Core Blessing 3 Traits: Deity: Shelyn Divine When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8 On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1. Spoiler: Hourglass Card 8 Rivani/sirrogue: Hourglass Card 7 Hayato/rhynndavrie
Lady Luck Core Blessing 3 Traits: Deity: Desna Divine When this is the hour: When you play a blessing, you may give a card to any character. To Acquire: Wisdom Divine Perception 8 On any check, freely discard to reroll. Discard to move, then explore. Spoiler: Hourglass Card 9 Arabundi/Chthonicthul: Hourglass Card 8 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 10 Kyra/Kulko: Hourglass Card 9 Arabundi/Chthonicthul
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 11 Hayato/rhynndavrie: Hourglass Card 10 Kyra/Kulko
Lady Despair Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler: Hourglass Card 12 Rivani/sirrogue: Hourglass Card 11 Hayato/rhynndavrie
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 13 Arabundi/Chthonicthul: Hourglass Card 12 Rivani/sirrogue
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 14 Kyra/Kulko: Hourglass Card 13 Arabundi/Chthonicthul
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 15 Hayato/rhynndavrie: Hourglass Card 14 Kyra/Kulko
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 16 Rivani/sirrogue: Hourglass Card 15 Hayato/rhynndavrie
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 17 Arabundi/Chthonicthul: Hourglass Card 16 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 18 Kyra/Kulko: Hourglass Card 17 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 19 Hayato/rhynndavrie: Hourglass Card 18 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 20 Rivani/sirrogue: Hourglass Card 19 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 21 Arabundi/Chthonicthul: Hourglass Card 20 Rivani/sirrogue
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. Spoiler: Hourglass Card 22 Kyra/Kulko: Hourglass Card 21 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 23 Hayato/rhynndavrie: Hourglass Card 22 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 24 Rivani/sirrogue: Hourglass Card 23 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 24 Rivani/sirrogue
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. Location #1: Crypt
Crypt Card 1 (Danse Macabre): Danse Macabre
CotCT Story Bane 5 Type: Barrier Traits: Skirmish Undead To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11 Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted. Crypt Card 2: Chimera
Core Monster 3 Traits: Aberration Chimera To Defeat: Combat 9 THEN Combat 10 THEN Combat 11 Before acting, each local character suffers 1 Fire damage. If undefeated, 3 random local characters suffer 1d4 Combat damage. Crypt Card 3: 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. Crypt Card 4: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Crypt Card 5: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Crypt Card 6: Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Crypt Card 7: Red Mantis Initiate
CotCT Monster 2 Traits: Human Ranger Veteran To Defeat: Combat 10+## OR Wisdom 5+# Before acting, a random local character suffers 1d4 Ranged Combat damage. If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned. Crypt Card 8:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Location #2: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Lair Card 1 (Haughty Nobles): Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Lair Card 2: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Lair Card 3: Madness Mist Trap
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. Lair Card 4: Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Lair Card 5: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Lair Card 6: Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Lair Card 7:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Rivani/sirrogue, None Spider Nest Card 1: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Spider Nest Card 2: Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spider Nest Card 3: Lyrune-quah Moon Maiden
CotCT Ally 5 Traits: Barbarian Human Loot Respect To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0 Display. While displayed: * On all combat and Fortitude 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 combat and Fortitude checks, add 3. Spider Nest Card 4: Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Spider Nest Card 5: Hordemaster
CotCT Monster 5 Traits: Undead To Defeat: Combat 22 Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Spider Nest Card 6:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Location #4: Ossuary Sacred Urban At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings. When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated. When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile. M: 3 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, None Ossuary Card 1 (Clairvoyance): Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Ossuary Card 2: Inquisitor Devil
CotCT Monster 3 Traits: Devil Outsider To Defeat: Combat 17 OR Arcane 10 Immune to Fire and Poison. Resistant to Acid, Cold, and Melee. While acting, when another character plays a card, they suffer 1 Cold damage. If undefeated, suffer the scourge Poisoned. Ossuary Card 3: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Ossuary Card 4: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Ossuary Card 5: Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Ossuary Card 6: Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Ossuary Card 7: Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Ossuary Card 8: Bogeyman
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.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 4, Kyra/Kulko Random Cards:
Monsters Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spoiler:
Manticore
Core Monster 3 Traits: Aberration Manticore To Defeat: Combat 15 Before acting, a random character suffers 1d4+1 Ranged Combat damage. If undefeated, each local character suffers 1 Ranged Combat damage. Spoiler:
Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Spoiler:
Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spoiler:
Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Barriers Spoiler:
Biting Tigers
CotCT Barrier 3 Traits: Magic Trap To Defeat: Combat 16 OR Acrobatics Disable Stealth 9 Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1d6 Combat damage. Spoiler:
Ghastly Runes
Core Barrier 1 Traits: Magic Trap Trigger Veteran To Defeat: Arcane Divine 4+# OR Disable 6+# When examined, encounter this barrier. If you have the Perception skill, the difficulty to defeat is increased by #. If undefeated, move to a random location and suffer the scourge Frightened. Spoiler:
Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Spoiler:
Red Mantis Ambush
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. Weapons Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
Keen Spiked Chain
CotCT Weapon 5 Traits: 2-Handed Chain Finesse Magic Melee Piercing To Acquire: Strength Acrobatics Melee 15 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 8, count it as a 12. If proficient and you fail this check against a non-villain monster, you may evade it. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Shock Kukri
CotCT Weapon 3 Traits: Electricity Finesse Knife Magic Melee Slashing To Acquire: Strength Acrobatics Melee 12 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4. Spells Spoiler:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Armors Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Allies Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Spoiler:
Zellara
CotCT Ally 5 Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Blessings Spoiler:
The Big Sky
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+# On a local character's check against a bane, discard to bless and they may remove 1 of their scourges. Discard to explore, or to move then explore. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
The Gold-fisted
Core Blessing 3 Traits: Deity: Abadar Divine When this is the hour: When you acquire a boon, you may recharge a card. To Acquire: Craft Divine 8 On a local check to acquire, reload to add 1d4. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler:
Achaekek's Claws
CotCT Blessing 4 Traits: Deity: Achaekek Divine When this is the hour: Before acting against a story bane monster, draw 1 card then discard 1 card. To Acquire: Intelligence Craft 8 On any check, discard to bless; if it is against a story bane monster, freely recharge instead. Discard to explore. This exploration, on your checks against story bane monsters, add 1d4. Hour Power: No effect. Current Hour: Prayer:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie: Spoiler: Hourglass Card 2 Rivani/sirrogue: Hourglass Card 1 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 3 Arabundi/Chthonicthul: Hourglass Card 2 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 4 Kyra/Kulko: Hourglass Card 3 Arabundi/Chthonicthul
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 5 Hayato/rhynndavrie: Hourglass Card 4 Kyra/Kulko
The Queen Mother CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler: Hourglass Card 6 Rivani/sirrogue: Hourglass Card 5 Hayato/rhynndavrie
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Arabundi/Chthonicthul: Hourglass Card 6 Rivani/sirrogue
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 8 Kyra/Kulko: Hourglass Card 7 Arabundi/Chthonicthul
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 9 Hayato/rhynndavrie: Hourglass Card 8 Kyra/Kulko
The Eternal Rose Core Blessing 3 Traits: Deity: Shelyn Divine When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8 On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1. Spoiler: Hourglass Card 10 Rivani/sirrogue: Hourglass Card 9 Hayato/rhynndavrie
Lady Luck Core Blessing 3 Traits: Deity: Desna Divine When this is the hour: When you play a blessing, you may give a card to any character. To Acquire: Wisdom Divine Perception 8 On any check, freely discard to reroll. Discard to move, then explore. Spoiler: Hourglass Card 11 Arabundi/Chthonicthul: Hourglass Card 10 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 12 Kyra/Kulko: Hourglass Card 11 Arabundi/Chthonicthul
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 13 Hayato/rhynndavrie: Hourglass Card 12 Kyra/Kulko
Lady Despair Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler: Hourglass Card 14 Rivani/sirrogue: Hourglass Card 13 Hayato/rhynndavrie
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 15 Arabundi/Chthonicthul: Hourglass Card 14 Rivani/sirrogue
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 16 Kyra/Kulko: Hourglass Card 15 Arabundi/Chthonicthul
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 17 Hayato/rhynndavrie: Hourglass Card 16 Kyra/Kulko
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 18 Rivani/sirrogue: Hourglass Card 17 Hayato/rhynndavrie
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 19 Arabundi/Chthonicthul: Hourglass Card 18 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 20 Kyra/Kulko: Hourglass Card 19 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 21 Hayato/rhynndavrie: Hourglass Card 20 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 22 Rivani/sirrogue: Hourglass Card 21 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 23 Arabundi/Chthonicthul: Hourglass Card 22 Rivani/sirrogue
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. Spoiler: Hourglass Card 24 Kyra/Kulko: Hourglass Card 23 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 25 Hayato/rhynndavrie: Hourglass Card 24 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 26 Rivani/sirrogue: Hourglass Card 25 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 26 Rivani/sirrogue
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. Location #1: Crypt
Crypt Card 1 (Wailing Maidens): Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Crypt Card 2 (Danse Macabre): Danse Macabre
CotCT Story Bane 5 Type: Barrier Traits: Skirmish Undead To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11 Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted. Crypt Card 3: Chimera
Core Monster 3 Traits: Aberration Chimera To Defeat: Combat 9 THEN Combat 10 THEN Combat 11 Before acting, each local character suffers 1 Fire damage. If undefeated, 3 random local characters suffer 1d4 Combat damage. Crypt Card 4: 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. Crypt Card 5: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Crypt Card 6: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Crypt Card 7: Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Crypt Card 8: Red Mantis Initiate
CotCT Monster 2 Traits: Human Ranger Veteran To Defeat: Combat 10+## OR Wisdom 5+# Before acting, a random local character suffers 1d4 Ranged Combat damage. If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned. Crypt Card 9:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Location #2: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, Lair Card 1 (Haughty Nobles): Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Lair Card 2: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Lair Card 3: Madness Mist Trap
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. Lair Card 4: Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Lair Card 5: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Lair Card 6: Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Lair Card 7:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Rivani/sirrogue, None Spider Nest Card 1: Dandasuka
CotCT Monster 3 Traits: Outsider Rakshasa To Defeat: Combat 11 Resistant to Attack. Vulnerable to Piercing. Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded. After the roll, if the check was not blessed, reroll 1 die showing the highest value. Spider Nest Card 2: Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Spider Nest Card 3: Banshee
CotCT Monster 5 Traits: Banshee Undead To Defeat: Combat 21 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, discard them from the top of your deck. Spider Nest Card 4: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Spider Nest Card 5: Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spider Nest Card 6: Lyrune-quah Moon Maiden
CotCT Ally 5 Traits: Barbarian Human Loot Respect To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0 Display. While displayed: * On all combat and Fortitude 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 combat and Fortitude checks, add 3. Spider Nest Card 7: Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Spider Nest Card 8: Hordemaster
CotCT Monster 5 Traits: Undead To Defeat: Combat 22 Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Spider Nest Card 9:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Location #4: Ossuary Sacred Urban At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings. When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated. When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile. M: 3 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, None Ossuary Card 1 (Clairvoyance): Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Ossuary Card 2: Inquisitor Devil
CotCT Monster 3 Traits: Devil Outsider To Defeat: Combat 17 OR Arcane 10 Immune to Fire and Poison. Resistant to Acid, Cold, and Melee. While acting, when another character plays a card, they suffer 1 Cold damage. If undefeated, suffer the scourge Poisoned. Ossuary Card 3: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Ossuary Card 4: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Ossuary Card 5: Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Ossuary Card 6: Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Ossuary Card 7: Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Ossuary Card 8: Bogeyman
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.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 1, Hayato/rhynndavrie Random Cards:
Monsters Spoiler:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Barriers Spoiler:
Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Spoiler:
Red Mantis Ambush
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. Spoiler:
Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Spoiler:
Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Spoiler:
Limning Starknife
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. Spoiler:
Keen Orcish Axe
None Weapon 5 Traits: Axe Melee Slashing Magic Loot To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; if proficient, you may additionally discard to add another 1d8. If any die rolled on this check shows 4, count it as a 6. On a check against a Lock or Obstacle barrier, reload to add 1d8. Spells Spoiler:
Restorative Touch
Core Spell 3 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Spoiler:
Dragon's Breath
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
Spoiler:
Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Scrying
CotCT Spell 5 Traits: Magic Arcane Divine To Acquire: IntelligenceArcane 14 OR WisdomDivine 13 Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type. Shuffle the location, then reload any set-aside cards into the location in any order. DURING RECOVERY
Armors Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Drums of Panic
CotCT Item 3 Traits: Instrument Magic To Acquire: Constitution Charisma 10 When a local character encounters a monster, display at your location. While displayed: * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Wayfinder
Core Item 3 Traits: Magic Object To Acquire: Wisdom Survival 10 Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore. Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Acadamae Scholar
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. Spoiler:
Hellknight of the Nail
CotCT Ally 3 Traits: Hellknight Human To Acquire: Charisma Diplomacy 11 On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Blessings Spoiler:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
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. Spoiler:
The Peacock
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler:
The All-seeing Eye
Core Blessing 3 Traits: Deity: Nethys Divine When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On an Intelligence or Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order, then explore. Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Hour Power: When you suffer damage, suffer the scourge Plagued. Current Hour: The Sickness:
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. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Rivani/sirrogue: Spoiler: Hourglass Card 2 Arabundi/Chthonicthul: Hourglass Card 1 Rivani/sirrogue
The Idiot CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Spoiler: Hourglass Card 3 Kyra/Kulko: Hourglass Card 2 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 4 Hayato/rhynndavrie: Hourglass Card 3 Kyra/Kulko
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 5 Rivani/sirrogue: Hourglass Card 4 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 6 Arabundi/Chthonicthul: Hourglass Card 5 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 7 Kyra/Kulko: Hourglass Card 6 Arabundi/Chthonicthul
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 8 Hayato/rhynndavrie: Hourglass Card 7 Kyra/Kulko
The Queen Mother CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler: Hourglass Card 9 Rivani/sirrogue: Hourglass Card 8 Hayato/rhynndavrie
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 10 Arabundi/Chthonicthul: Hourglass Card 9 Rivani/sirrogue
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 11 Kyra/Kulko: Hourglass Card 10 Arabundi/Chthonicthul
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 12 Hayato/rhynndavrie: Hourglass Card 11 Kyra/Kulko
The Eternal Rose Core Blessing 3 Traits: Deity: Shelyn Divine When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8 On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1. Spoiler: Hourglass Card 13 Rivani/sirrogue: Hourglass Card 12 Hayato/rhynndavrie
Lady Luck Core Blessing 3 Traits: Deity: Desna Divine When this is the hour: When you play a blessing, you may give a card to any character. To Acquire: Wisdom Divine Perception 8 On any check, freely discard to reroll. Discard to move, then explore. Spoiler: Hourglass Card 14 Arabundi/Chthonicthul: Hourglass Card 13 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 15 Kyra/Kulko: Hourglass Card 14 Arabundi/Chthonicthul
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 16 Hayato/rhynndavrie: Hourglass Card 15 Kyra/Kulko
Lady Despair Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler: Hourglass Card 17 Rivani/sirrogue: Hourglass Card 16 Hayato/rhynndavrie
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 18 Arabundi/Chthonicthul: Hourglass Card 17 Rivani/sirrogue
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 19 Kyra/Kulko: Hourglass Card 18 Arabundi/Chthonicthul
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 20 Hayato/rhynndavrie: Hourglass Card 19 Kyra/Kulko
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 21 Rivani/sirrogue: Hourglass Card 20 Hayato/rhynndavrie
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 22 Arabundi/Chthonicthul: Hourglass Card 21 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 23 Kyra/Kulko: Hourglass Card 22 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 24 Hayato/rhynndavrie: Hourglass Card 23 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 25 Rivani/sirrogue: Hourglass Card 24 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 26 Arabundi/Chthonicthul: Hourglass Card 25 Rivani/sirrogue
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. Spoiler: Hourglass Card 27 Kyra/Kulko: Hourglass Card 26 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 28 Hayato/rhynndavrie: Hourglass Card 27 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 29 Rivani/sirrogue: Hourglass Card 28 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 29 Rivani/sirrogue
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. Location #1: Crypt
Crypt Card 1: Chain Lightning
CotCT Spell 3 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 11 Display. While displayed: * For your combat checks, you may use Arcane + 3d6. * At the end of your turn, banish. DURING RECOVERY
Crypt Card 2: Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Crypt Card 3: Danse Macabre
CotCT Story Bane 5 Type: Barrier Traits: Skirmish Undead To Defeat: Combat 28 OR Dexterity Acrobatics Wisdom 11 Immune to Cold, Mental, and Poison. Resistant to Attack. Before acting, each character draws a random card from the hand of the character to the left, then either summons and encounters the story bane Wraith or buries a random card. If undefeated, suffer the scourges Drained and Exhausted. Crypt Card 4: Chimera
Core Monster 3 Traits: Aberration Chimera To Defeat: Combat 9 THEN Combat 10 THEN Combat 11 Before acting, each local character suffers 1 Fire damage. If undefeated, 3 random local characters suffer 1d4 Combat damage. Crypt Card 5: 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. Crypt Card 6: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Crypt Card 7: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Crypt Card 8: Sayona
CotCT Monster 5 Traits: Sayona Undead To Defeat: Combat 21 Immune to Mental and Poison. Resistant to Cold. On the check to defeat, after the roll, if you have fewer cards in hand than your hand size, discard a card then reset. Crypt Card 9: Red Mantis Initiate
CotCT Monster 2 Traits: Human Ranger Veteran To Defeat: Combat 10+## OR Wisdom 5+# Before acting, a random local character suffers 1d4 Ranged Combat damage. If undefeated, roll 1d4; on a 1, suffer the scourge Poisoned. Crypt Card 10:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Location #2: Lair Underground Wild At This Location: The difficulty to defeat story banes is increased by 2. When Closing: Succeed at a Strength or Melee 5+# check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 2 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Hayato/rhynndavrie, None Lair Card 1: Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Lair Card 2: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Lair Card 3: Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Lair Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Lair Card 5: Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Lair Card 6: Madness Mist Trap
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. Lair Card 7: Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Lair Card 8: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Lair Card 9: Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Lair Card 10:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Spider Nest Card 1: Manananggal
CotCT Monster 5 Traits: Undead To Defeat: Combat 20 THEN Combat 20 Immune to Mental and Poison. Before acting, if the hour is not Harrow, summon and encounter an ally that lists Diplomacy in its check to acquire; if you acquire it, this monster is defeated. If undefeated, suffer the scourge Drained. Spider Nest Card 2: Dandasuka
CotCT Monster 3 Traits: Outsider Rakshasa To Defeat: Combat 11 Resistant to Attack. Vulnerable to Piercing. Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded. After the roll, if the check was not blessed, reroll 1 die showing the highest value. Spider Nest Card 3: Ghast
Core Monster 3 Traits: Ghoul Undead Veteran To Defeat: Combat 13+## Immune to Mental and Poison. Before acting, each local character must succeed at a Constitution or Fortitude 6 check or suffer the scourge Exhausted. If undefeated, banish an ally; if you cannot, suffer the scourge Dazed. Spider Nest Card 4: Banshee
CotCT Monster 5 Traits: Banshee Undead To Defeat: Combat 21 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, discard them from the top of your deck. Spider Nest Card 5: Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Spider Nest Card 6: Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spider Nest Card 7: Lyrune-quah Moon Maiden
CotCT Ally 5 Traits: Barbarian Human Loot Respect To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0 Display. While displayed: * On all combat and Fortitude 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 combat and Fortitude checks, add 3. Spider Nest Card 8: Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Spider Nest Card 9: Hordemaster
CotCT Monster 5 Traits: Undead To Defeat: Combat 22 Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Spider Nest Card 10:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Location #4: Ossuary Sacred Urban At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings. When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated. When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile. M: 3 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Arabundi/Chthonicthul, None Ossuary Card 1: Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Ossuary Card 2: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Ossuary Card 3: Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Ossuary Card 4: Inquisitor Devil
CotCT Monster 3 Traits: Devil Outsider To Defeat: Combat 17 OR Arcane 10 Immune to Fire and Poison. Resistant to Acid, Cold, and Melee. While acting, when another character plays a card, they suffer 1 Cold damage. If undefeated, suffer the scourge Poisoned. Ossuary Card 5: Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Ossuary Card 6: Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Ossuary Card 7: Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Ossuary Card 8: Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Ossuary Card 9: Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Ossuary Card 10: Bogeyman
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.
During This Adventure: At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Harrow Blessing
During This Scenario: 7-5C: The Vault of the Sleepers Treat any barrier listed in the Closing Henchmen section as a closing Story Bane henchman. When you close the last listed location, summon and build the large location Vault of the Sleepers, shuffling a number of new Undead monsters into it equal to the number of characters. To win, empty and close the Vault of the Sleepers. Additional Rules: Danger:
Villain:
Henchman (Closing):
Scenario Level (#): 5 Turn: 0, Kyra/Kulko Random Cards:
Monsters Spoiler:
Dire Lion
Core Monster 3 Traits: Animal To Defeat: Combat 17 Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage. Damage is increased by 1d4-1. Spoiler:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Xenarth
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. Spoiler:
Rajambari
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. Spoiler:
Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Barriers Spoiler:
Obsession of Battle
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * When you would attempt a combat check against a monster, another local character also attempts the check; use the lowest result, and the character who had that result suffers an amount of Combat damage equal to the difference between the two results. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
Obsession of Servitude
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * At the start of your turn, move to a random location. * Evade boons you encounter. * You may not play boons except during encounters with banes. * When a power would remove 1 of your scourges, you may instead banish this barrier. Weapons Spoiler:
Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Limning Starknife
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. Spoiler:
The Tall Knife
CotCT Weapon 3 Traits: 2-Handed Guillotine Object Promo Slashing To Acquire: Strength 12 Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn. Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Wall of Light
Core Spell 3 Traits: Arcane Attack Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Armors Spoiler:
Bearskin Armor
CotCT Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your combat, Fortitude, or Survival check, after the roll, you may freely discard to add your Strength die. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Staff of Greater Necromancy
CotCT Item 6 Traits: Arcane Attack Divine Loot Magic Staff To Acquire: Arcane Divine 12 For your combat check or your check to defeat a Skirmish barrier, reveal this card and discard a spell to use Arcane or Divine + 2d12; you may additionally add 1d12 and the Poison trait. This counts as playing a spell. If proficient, at the end of your turn, bury to heal 1d4+1 allies. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Spoiler:
Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 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 Spoiler:
Acadamae Scholar
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. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Sable Company Marine
CotCT Ally 3 Traits: Human Soldier To Acquire: Dexterity Ranged 11 THEN Charisma Diplomacy 10 On the first combat check of a turn, if it is local, recharge to add 1d8. Discard to explore. This exploration, on your first combat check, add 1d8. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Blessings Spoiler:
The Big Sky
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+# On a local character's check against a bane, discard to bless and they may remove 1 of their scourges. Discard to explore, or to move then explore. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler:
Norgorber's Shadow
Core Blessing 2 Traits: Deity: Norgorber Divine Veteran When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+# On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/rhynndavrie: Spoiler: Hourglass Card 2 Rivani/sirrogue: Hourglass Card 1 Hayato/rhynndavrie
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 3 Arabundi/Chthonicthul: Hourglass Card 2 Rivani/sirrogue
The Idiot CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Spoiler: Hourglass Card 4 Kyra/Kulko: Hourglass Card 3 Arabundi/Chthonicthul
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 5 Hayato/rhynndavrie: Hourglass Card 4 Kyra/Kulko
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 6 Rivani/sirrogue: Hourglass Card 5 Hayato/rhynndavrie
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. Spoiler: Hourglass Card 7 Arabundi/Chthonicthul: Hourglass Card 6 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 8 Kyra/Kulko: Hourglass Card 7 Arabundi/Chthonicthul
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 9 Hayato/rhynndavrie: Hourglass Card 8 Kyra/Kulko
The Queen Mother CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler: Hourglass Card 10 Rivani/sirrogue: Hourglass Card 9 Hayato/rhynndavrie
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 11 Arabundi/Chthonicthul: Hourglass Card 10 Rivani/sirrogue
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 12 Kyra/Kulko: Hourglass Card 11 Arabundi/Chthonicthul
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 13 Hayato/rhynndavrie: Hourglass Card 12 Kyra/Kulko
The Eternal Rose Core Blessing 3 Traits: Deity: Shelyn Divine When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8 On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1. Spoiler: Hourglass Card 14 Rivani/sirrogue: Hourglass Card 13 Hayato/rhynndavrie
Lady Luck Core Blessing 3 Traits: Deity: Desna Divine When this is the hour: When you play a blessing, you may give a card to any character. To Acquire: Wisdom Divine Perception 8 On any check, freely discard to reroll. Discard to move, then explore. Spoiler: Hourglass Card 15 Arabundi/Chthonicthul: Hourglass Card 14 Rivani/sirrogue
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler: Hourglass Card 16 Kyra/Kulko: Hourglass Card 15 Arabundi/Chthonicthul
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 17 Hayato/rhynndavrie: Hourglass Card 16 Kyra/Kulko
Lady Despair Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler: Hourglass Card 18 Rivani/sirrogue: Hourglass Card 17 Hayato/rhynndavrie
The Cricket CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler: Hourglass Card 19 Arabundi/Chthonicthul: Hourglass Card 18 Rivani/sirrogue
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 20 Kyra/Kulko: Hourglass Card 19 Arabundi/Chthonicthul
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Hourglass Card 21 Hayato/rhynndavrie: Hourglass Card 20 Kyra/Kulko
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 22 Rivani/sirrogue: Hourglass Card 21 Hayato/rhynndavrie
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 23 Arabundi/Chthonicthul: Hourglass Card 22 Rivani/sirrogue
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 24 Kyra/Kulko: Hourglass Card 23 Arabundi/Chthonicthul
Lamashtu's Madness Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 25 Hayato/rhynndavrie: Hourglass Card 24 Kyra/Kulko
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 26 Rivani/sirrogue: Hourglass Card 25 Hayato/rhynndavrie
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 27 Arabundi/Chthonicthul: Hourglass Card 26 Rivani/sirrogue
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. Spoiler: Hourglass Card 28 Kyra/Kulko: Hourglass Card 27 Arabundi/Chthonicthul
Lady of Valor Core Blessing 3 Traits: Deity: Iomedae Divine When this is the hour: On your check, you may discard an armor or the top card of your deck to add 1d6. To Acquire: Charisma Diplomacy Divine 8 On another character's check to defeat, discard to add 2d8; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 29 Hayato/rhynndavrie: Hourglass Card 28 Kyra/Kulko
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 30 Rivani/sirrogue: Hourglass Card 29 Hayato/rhynndavrie
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 30 Rivani/sirrogue
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. Location #1: Crypt
Location #2: Lair
Location #3: Spider Nest
Location #4: Ossuary
7-5C: The Vault of the Sleepers The Ardoc residence is as luxurious as you would expect for the lead mercantile family in the city. After waiting for the expected amount of time, you are curtly greeted by an old man with a short, well-groomed beard of white hair. Despite his age, the man’s posture and expression as he regards you gives off an aura of authority. Flanking him is a pair of iron golems, the trademark product of the Ardoc golemcrafters. Standing two heads taller than the man, the metal constructs also seem to give off an aura of authority… and danger. “I am Merriman Ardoc, the patriarch of the Ardoc family, as our mutual acquaintance has probably already told you. He was none too happy from the message I received; I hope you roughed him up good. It is always a benefit to put the Circle mages in their place from time to time. “As for your business with my son Bathus and his companion… Bathus was an eccentric boy, who grew into an eccentric man, but he was never secretive. It did not sit well with me when he started slinking off with that elf to go adventuring. He isn’t one of the best of my crafters, so it didn’t hurt the family to have him gone so much. Even so, I disliked the idea of what trouble the two of them could be getting into somewhere in the Undercity. That’s why I had one of my construct follow him the last time he returned. “It is with a bit of pride that I must confess, the construct fell victim to the defenses that Bathus and the elf set to protect their find, but not before I divined the path that they had taken. If you wish to search out my son and his companion, I will provide you a map of how to find them, on the one condition that you carry with you a focus stone so that I may witness your findings. And should Bathus need aid and you assist him, I am willing to donate an iron golem to the Pathfinder Society as compensation for your troubles.” You can see now why the Ardoc family has been so successful in Kaer Maga. That is a difficult offer to refuse. Tucking the focus stone in your pack, you look over the hand drawn map. It seems a lesser known shaft that descends to a place called The Shrine of the Seal has a series of tombs along the way. You don’t know who was buried there, but apparently one had a secret door in the back of the tomb. The construct followed Bathus into another shaft beyond. Time to delve yet again into the Undercity of Kaer Maga.
7-5B: Troubles with Tomes - acquired cards Dragonbane Greatsword (Weapon 3)
Aid (Spell 0)
Fireball Beads (Item 4)
Sklar-quah Thundercaller (Ally 4)
Incitation (Blessing 0)
And yay for our last feat +1! Sign in to create or edit a product review. |