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During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 16, Quinn/Mhuirich Random Cards:
Monsters 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:
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:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. 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:
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:
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. 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:
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:
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:
Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Weapons Spoiler:
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:
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:
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:
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:
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:
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:
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:
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:
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
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:
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:
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:
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:
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. Items 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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 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:
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:
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:
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. Hour Power: On your check against an Undead card, add 1d6. Current Hour: Pharasma's Knowing:
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. Hours Remaining: 13 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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. Spoiler: Hourglass Card 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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: Hourglass Card 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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: Hourglass Card 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 13 Seelah/KeithRichmond
The Wind and the Waves Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Location #0: Base
Base Card 1: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 8: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 9: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 10: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 11:
Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Location #4: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Oubliette 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. Oubliette Card 2: 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. Oubliette Card 3: 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. Oubliette Card 4:
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. Location #5: 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 ?: 2 Located/Displayed Here: Merisiel/sirrogue, None Ossuary Card 1: Lich
Core Story Bane 3 Type: Monster Traits: Lich Undead Veteran To Defeat: Combat 12+## THEN Combat 11+## Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened. Ossuary Card 2: 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
Ossuary Card 3: 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. Ossuary Card 4: 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. Ossuary 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.
Ossuary Card 6: Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Ossuary Card 7: 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. Ossuary Card 8: 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. Ossuary 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. Ossuary Card 10: 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. Ossuary 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 12, Quinn/Mhuirich 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:
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. 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:
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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 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. 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 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:
The Wanderer
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. 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. Hour Power: At the start of your turn, you may recharge any number of cards then reset. Current Hour: The Survivor:
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. Hours Remaining: 17 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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: Hourglass Card 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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. Spoiler: Hourglass Card 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
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: Hourglass Card 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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: Hourglass Card 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 17 Seelah/KeithRichmond
The Wind and the Waves Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Location #0: Base
Base Card 1: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 8: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 9: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 10: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 11:
Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Location #1: Cathedral Sacred Urban At This Location: When you defeat a monster, heal a blessing. When Closing: Bury a blessing. When Permanently Closed: You may heal a blessing. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Cathedral 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. Cathedral Card 2: 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. Cathedral Card 3: 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. Cathedral Card 4: 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. Cathedral Card 5: 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. Cathedral Card 6: 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. Cathedral Card 7: 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
Cathedral Card 8: 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. Cathedral Card 9: 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. Cathedral Card 10:
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 #4: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Oubliette Card 1: 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. Oubliette Card 2: 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. Oubliette 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. Oubliette Card 4: 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. Oubliette 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. Oubliette 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. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9: 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. Oubliette Card 10:
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. Location #5: 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: None Ossuary Card 1: 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
Ossuary Card 2: 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. Ossuary 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. Ossuary Card 4: 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.
Ossuary Card 5: Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Ossuary Card 6: 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. Ossuary Card 7: Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Ossuary 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. Ossuary Card 9: 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. Ossuary Card 10:
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: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 0 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Repository Card 1: 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
Repository Card 2: 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
Repository Card 3: Lich
Core Story Bane 3 Type: Monster Traits: Lich Undead Veteran To Defeat: Combat 12+## THEN Combat 11+## Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened. Repository Card 4: 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. Repository Card 5: 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. Repository Card 6 (Obsession of Servitude): 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 8, Quinn/Mhuirich Random Cards:
Monsters 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:
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. 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:
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:
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. Barriers Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Spoiler:
Perplexing Text
Core Barrier 1 Traits: Cache Veteran To Defeat: Intelligence Knowledge 7+# If undefeated, end your turn. If defeated, draw a new spell or Book item. Spoiler:
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:
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:
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:
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:
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:
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:
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+#. Spells 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:
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:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
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:
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:
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:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Magic 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:
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. Items 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:
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:
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:
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. 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:
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:
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:
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:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Blessings Spoiler:
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:
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:
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:
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:
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 blessed check, you may reroll any dice showing 1. Current Hour: Irori's Mastery:
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. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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: Hourglass Card 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 18 Merisiel/sirrogue
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. Spoiler: Hourglass Card 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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: Hourglass Card 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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: Hourglass Card 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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 22 Merisiel/sirrogue
The Wind and the Waves Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Location #0: Base
Base Card 1: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 8: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 9: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 10: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 11:
Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Location #1: Cathedral Sacred Urban At This Location: When you defeat a monster, heal a blessing. When Closing: Bury a blessing. When Permanently Closed: You may heal a blessing. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Cathedral 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. Cathedral Card 2: 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. Cathedral Card 3: 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. Cathedral Card 4: 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. Cathedral Card 5: 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. Cathedral Card 6: 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. Cathedral Card 7: 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
Cathedral Card 8: 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. Cathedral Card 9: 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. Cathedral Card 10:
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: 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: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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. Crypt Card 8: 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. Crypt Card 9:
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. Location #4: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Oubliette Card 1: 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. Oubliette Card 2: 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. Oubliette 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. Oubliette Card 4: 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. Oubliette 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. Oubliette 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. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9: 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. Oubliette Card 10:
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. Location #5: 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: None Ossuary Card 1: 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
Ossuary Card 2: 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. Ossuary 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. Ossuary Card 4: 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.
Ossuary Card 5: Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Ossuary Card 6: 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. Ossuary Card 7: Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Ossuary 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. Ossuary Card 9: 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. Ossuary Card 10:
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: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 0 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Repository Card 1: 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
Repository Card 2: 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
Repository Card 3: Lich
Core Story Bane 3 Type: Monster Traits: Lich Undead Veteran To Defeat: Combat 12+## THEN Combat 11+## Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened. Repository Card 4: 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. Repository Card 5: 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. Repository Card 6 (Obsession of Servitude): 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 4, Quinn/Mhuirich Random Cards:
Monsters 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:
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:
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:
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:
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:
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. 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:
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:
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:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Weapons Spoiler:
The Tall Knife
CotCT Weapon 3 Traits: 2-Handed Guillotine Object Promo Slashing To Acquire: Strength 12 Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn. Spoiler:
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:
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:
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:
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:
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:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
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. 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 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:
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:
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 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. 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: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 2 Merisiel/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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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: Hourglass Card 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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: Hourglass Card 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/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 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 22 Merisiel/sirrogue
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. Spoiler: Hourglass Card 24 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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: Hourglass Card 25 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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: Hourglass Card 26 Merisiel/sirrogue: Hourglass Card 25 Seelah/KeithRichmond
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 26 Merisiel/sirrogue
The Wind and the Waves Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Location #0: Base
Base Card 1: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 8: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 9: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 10: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 11:
Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Location #1: Cathedral Sacred Urban At This Location: When you defeat a monster, heal a blessing. When Closing: Bury a blessing. When Permanently Closed: You may heal a blessing. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Cathedral 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. Cathedral Card 2: 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. Cathedral Card 3: 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. Cathedral Card 4: 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. Cathedral Card 5: 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. Cathedral Card 6: 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. Cathedral Card 7: 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
Cathedral Card 8: 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. Cathedral Card 9: 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. Cathedral Card 10:
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: 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: 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. Crypt 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. Crypt Card 3: 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. Crypt Card 4: 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. 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: 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. Crypt Card 7: 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. Crypt Card 8: 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. Crypt Card 9: 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. Crypt Card 10:
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. Location #3: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, Giant Anaconda, Wraith Henchman Shrine Card 1: 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. Shrine 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. Shrine Card 3:
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. Location #4: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Oubliette Card 1: 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. Oubliette Card 2: 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. Oubliette 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. Oubliette Card 4: 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. Oubliette 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. Oubliette 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. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9: 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. Oubliette Card 10:
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. Location #5: 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: None Ossuary Card 1: 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
Ossuary Card 2: 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. Ossuary 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. Ossuary Card 4: 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.
Ossuary Card 5: Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Ossuary Card 6: 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. Ossuary Card 7: Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Ossuary 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. Ossuary Card 9: 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. Ossuary Card 10:
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: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 0 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Repository Card 1: 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. Repository 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
Repository Card 3: 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. Repository Card 4: 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
Repository Card 5: 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
Repository Card 6: Lich
Core Story Bane 3 Type: Monster Traits: Lich Undead Veteran To Defeat: Combat 12+## THEN Combat 11+## Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened. Repository Card 7: 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. Repository Card 8: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 1, Seelah/KeithRichmond Random Cards:
Monsters Spoiler:
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. 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:
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. Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. 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. Barriers 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:
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:
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:
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. 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:
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:
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:
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:
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:
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
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
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:
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:
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. Items 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. 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:
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:
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:
Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Allies Spoiler:
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:
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. 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:
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 Courtesan
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler:
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:
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 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. 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. Hour Power: When you would discard an ally, recharge it instead. Current Hour: The Publican:
The Publican
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/sirrogue: Spoiler: Hourglass Card 2 Kyra/Maelwys: Hourglass Card 1 Merisiel/sirrogue
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: Hourglass Card 3 Quinn/Mhuirich: Hourglass Card 2 Kyra/Maelwys
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: Hourglass Card 4 Seelah/KeithRichmond: Hourglass Card 3 Quinn/Mhuirich
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 5 Merisiel/sirrogue: Hourglass Card 4 Seelah/KeithRichmond
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 6 Kyra/Maelwys: Hourglass Card 5 Merisiel/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 7 Quinn/Mhuirich: Hourglass Card 6 Kyra/Maelwys
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: Hourglass Card 8 Seelah/KeithRichmond: Hourglass Card 7 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 8 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 9 Merisiel/sirrogue
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: Hourglass Card 11 Quinn/Mhuirich: Hourglass Card 10 Kyra/Maelwys
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 12 Seelah/KeithRichmond: Hourglass Card 11 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 12 Seelah/KeithRichmond
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 14 Kyra/Maelwys: Hourglass Card 13 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 14 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 15 Quinn/Mhuirich
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 17 Merisiel/sirrogue: Hourglass Card 16 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 17 Merisiel/sirrogue
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 19 Quinn/Mhuirich: Hourglass Card 18 Kyra/Maelwys
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: Hourglass Card 20 Seelah/KeithRichmond: Hourglass Card 19 Quinn/Mhuirich
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 21 Merisiel/sirrogue: Hourglass Card 20 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 21 Merisiel/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 23 Quinn/Mhuirich: Hourglass Card 22 Kyra/Maelwys
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 24 Seelah/KeithRichmond: Hourglass Card 23 Quinn/Mhuirich
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 25 Merisiel/sirrogue: Hourglass Card 24 Seelah/KeithRichmond
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 26 Kyra/Maelwys: Hourglass Card 25 Merisiel/sirrogue
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. Spoiler: Hourglass Card 27 Quinn/Mhuirich: Hourglass Card 26 Kyra/Maelwys
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: Hourglass Card 28 Seelah/KeithRichmond: Hourglass Card 27 Quinn/Mhuirich
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: Hourglass Card 29 Merisiel/sirrogue: Hourglass Card 28 Seelah/KeithRichmond
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 29 Merisiel/sirrogue
The Wind and the Waves Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Location #0: Base
Base Card 1: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 8: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 9: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 10: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 11:
Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Location #1: Cathedral Sacred Urban At This Location: When you defeat a monster, heal a blessing. When Closing: Bury a blessing. When Permanently Closed: You may heal a blessing. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Cathedral 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. Cathedral Card 2: 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. Cathedral Card 3: 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. Cathedral Card 4: 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. Cathedral Card 5: 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. Cathedral Card 6: 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. Cathedral Card 7: 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
Cathedral Card 8: 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. Cathedral Card 9: 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. Cathedral Card 10:
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: 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: 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. Crypt 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. Crypt Card 3: 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. Crypt Card 4: 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. 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: 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. Crypt Card 7: 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. Crypt Card 8: 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. Crypt Card 9: 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. Crypt Card 10:
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. Location #3: 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 ?: 1 Located/Displayed Here: Seelah/KeithRichmond, Kyra/Maelwys, None Shrine 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. Shrine Card 2: 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. Shrine Card 3: Wall of Lightning
Core Barrier 3 Traits: Construct Electricity Elemental Obstacle To Defeat: Dexterity Constitution Acrobatics Fortitude 10 After acting, suffer 1d4+1 Electricity damage. If undefeated, reload this barrier into its location. Shrine 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. Shrine Card 5: 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. Shrine Card 6: Scrying
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 OR Wisdom Divine 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
Shrine 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. Shrine Card 8: 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. Shrine Card 9: 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. Shrine Card 10:
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. Location #4: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Oubliette Card 1: 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. Oubliette Card 2: 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. Oubliette 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. Oubliette Card 4: 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. Oubliette 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. Oubliette 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. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9: 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. Oubliette Card 10:
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. Location #5: 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: None Ossuary Card 1: 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
Ossuary Card 2: 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. Ossuary 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. Ossuary Card 4: 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.
Ossuary Card 5: Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Ossuary Card 6: 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. Ossuary Card 7: Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Ossuary 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. Ossuary Card 9: 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. Ossuary Card 10:
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: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Repository Card 1: 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. Repository 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. Repository Card 3: 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. Repository 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
Repository Card 5: 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. Repository Card 6: 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
Repository Card 7: 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
Repository Card 8: Lich
Core Story Bane 3 Type: Monster Traits: Lich Undead Veteran To Defeat: Combat 12+## THEN Combat 11+## Immune to Cold, Electricity, Mental, and Poison. Resistant to Attack. Before acting, succeed at a Constitution, Wisdom, Arcane, Divine, or Fortitude 4+# or discard the top 1d4 cards of your deck. If undefeated, suffer the scourges Exhausted and Frightened. Repository Card 9: 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. Repository Card 10: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 0, Quinn/Mhuirich Random Cards:
Monsters 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. 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:
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:
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. Spoiler:
Wood Golem
Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. 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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
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:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
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:
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:
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
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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 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:
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:
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. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Location #0: Base
Location #1: Cathedral
Location #2: Crypt
Location #3: Shrine
Location #4: Oubliette
Location #5: Ossuary
Location #6: Repository
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With the first round of undead defeated, the group proceeds to the shrine the purify it of evil. Scenario 5C: The Shrine of Midnight
Harrowing Quinn/Mhuirich - 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. Seelah/KeithRichmond - 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. Merisiel/sirrogue - 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. Kyra/Maelwys - 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. ![]()
Acquired Cards from Scenario 5B Andachi (Ally 5)
Moon Maiden Armor (Armor 4)
The Savored Sting (Blessing 3) Wyvern Poison (Item 5)
Quickened Ray (Spell 5)
Banudor (Weapon 5)
Reward
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Seelah gains Blackjack's Daggers from Merisiel, and loses a card to Quinn, then must encounter a Wraith or bury a card.
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 20, Quinn/Mhuirich Random Cards:
Monsters 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:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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 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:
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. Spells 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:
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:
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:
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:
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:
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:
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:
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:
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. Items 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:
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:
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. 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:
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. 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:
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:
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:
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:
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 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:
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:
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: At the start of your check, the difficulty is increased by the number of allies in your hand. Current Hour: The Liar:
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. Hours Remaining: 10 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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: Hourglass Card 10 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Castle Card 1 (Belshallam): Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 2:
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. Location #3: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, None Slaughterhouse Card 1 (Red Mantis Initiate): 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. Slaughterhouse Card 2: 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. Slaughterhouse Card 3: 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 6: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 16, Quinn/Mhuirich Random Cards:
Monsters Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 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. 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:
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:
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. Barriers 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:
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:
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:
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:
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. Weapons 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:
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. 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:
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:
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:
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:
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:
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:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Sable Company 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:
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:
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. 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:
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:
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:
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:
Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Allies Spoiler:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Spoiler:
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:
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:
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:
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:
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:
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 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:
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: When a local character fails to acquire a boon, you may bury a card to encounter it. Current Hour: The Wanderer:
The Wanderer
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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: Hourglass Card 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 10 Merisiel/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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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: Hourglass Card 14 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, None Castle Card 1 (Belshallam): Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 2:
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. 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: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Seelah/KeithRichmond, None Lair Card 1: 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
Lair Card 2: 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. Lair Card 3: 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. Lair Card 4: 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. Lair 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. Lair Card 6: 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. Lair Card 7: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Lair Card 8:
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: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 3 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: Kyra/Maelwys, None Slaughterhouse Card 1: 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. Slaughterhouse Card 2: 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. Slaughterhouse Card 3: 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: 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. Slaughterhouse Card 7: 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. Slaughterhouse Card 8: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 9:
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. Location #4: Throne Room Urban At This Location: At the start of your turn, you may recharge an item to draw a card. When Closing: A local character summons and defeats the story bane Rioting Mob. When Permanently Closed: No effect. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, Sczarni Thief Throne Room Card 1: 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. ![]()
Turn 15, under the Harrow of the Idiot.
Free Exploration - Slaughterhouse #1: Bogeyman
Discard Blessing of Qi Zhong to heal one: 1d2 ⇒ 2 (Staff of Dark Flame) and explore - Slaughterhouse #2: Evoker
End of turn, Withering: 1d4 ⇒ 2 Blessing of Qi Zhong is buried.
Kyra, Dawnseeker wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Fire Snake, Wayfinder, Divine Fortune, Gray Maiden Plate, Wand of Restorative Touch, Lyrune-quah Truthspeaker (Loot), Runewell's Echo Recharged: Moon Maiden Armor, Discard Pile: Buried Pile: Skills and Powers: SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3 Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d6 ☐ +1 ☐ +2 Fortitude: Constitution +2 Intelligence d6 ☐ +1 ☐ +2 Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Divine: Wisdom +3 Perception: Wisdom +2 Charisma d8 ☐ +1 ☐ +2 ☐ +3 Diplomacy: Charisma +1 Favored Card: Blessing
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During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 12, Quinn/Mhuirich
Random Cards:
Monsters 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:
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:
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:
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:
Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Barriers Spoiler:
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. Spoiler:
Wall of Lightning
Core Barrier 3 Traits: Construct Electricity Elemental Obstacle To Defeat: Dexterity Constitution Acrobatics Fortitude 10 After acting, suffer 1d4+1 Electricity damage. If undefeated, reload this barrier into its location. 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:
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:
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. 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:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. 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 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:
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:
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:
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:
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:
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:
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
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:
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:
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:
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:
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:
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:
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. Allies Spoiler:
Djinn
Core Ally 3 Traits: Genie Outsider To Acquire: Charisma Diplomacy Knowledge 12 Recharge to draw a card, then shuffle your deck. Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore. Spoiler:
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:
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:
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:
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:
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:
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:
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:
Blackfingers
Core Blessing 3 Traits: Deity: Norgorber Divine When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4. To Acquire: Craft Divine Stealth 8 On any check, discard to bless. On a check that invokes the Alchemical or Poison trait, freely recharge to bless. Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4. 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: 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: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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: Hourglass Card 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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: Hourglass Card 18 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Castle Card 1: 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. Castle Card 2: Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 3:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. 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: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Lair Card 1: 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. Lair Card 2: 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. Lair Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Lair Card 4: 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
Lair Card 5: 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. Lair Card 6: 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. Lair 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. Lair Card 8: 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 9: 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. Lair Card 10: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Lair Card 11:
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: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Slaughterhouse 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. Slaughterhouse Card 2: 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. Slaughterhouse 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: 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. Slaughterhouse Card 7: 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. Slaughterhouse Card 8: 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. Slaughterhouse Card 9: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Slaughterhouse Card 10: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 11:
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. Location #4: Throne Room Urban At This Location: At the start of your turn, you may recharge an item to draw a card. When Closing: A local character summons and defeats the story bane Rioting Mob. When Permanently Closed: No effect. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, Sczarni Thief Throne Room Card 1: 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. Throne Room Card 2: 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. Throne Room 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 8, Quinn/Mhuirich 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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
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. Spells 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:
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:
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:
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:
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:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Magic 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:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
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:
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:
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:
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:
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. Spoiler:
Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Allies Spoiler:
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:
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:
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:
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:
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 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:
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:
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:
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:
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. 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: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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: Hourglass Card 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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. Spoiler: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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: Hourglass Card 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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: Hourglass Card 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/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 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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: Hourglass Card 22 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Castle 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. Castle 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. Castle Card 3: 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. Castle Card 4: 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. Castle Card 5: 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. Castle Card 6: Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 7:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. 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: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Lair Card 1: 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. Lair Card 2: 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. Lair Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Lair Card 4: 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
Lair Card 5: 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. Lair Card 6: 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. Lair 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. Lair Card 8: 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 9: 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. Lair Card 10: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Lair Card 11:
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: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Slaughterhouse 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. Slaughterhouse Card 2: 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. Slaughterhouse 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: 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. Slaughterhouse Card 7: 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. Slaughterhouse Card 8: 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. Slaughterhouse Card 9: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Slaughterhouse Card 10: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 11:
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. Location #4: Throne Room Urban At This Location: At the start of your turn, you may recharge an item to draw a card. When Closing: A local character summons and defeats the story bane Rioting Mob. When Permanently Closed: No effect. M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, Sczarni Thief Throne Room Card 1: 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. Throne Room 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. Throne Room Card 3: 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. Throne Room Card 4: 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. Throne Room Card 5: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 4, Quinn/Mhuirich Random Cards:
Monsters 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:
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:
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:
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. 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:
Wall of Lightning
Core Barrier 3 Traits: Construct Electricity Elemental Obstacle To Defeat: Dexterity Constitution Acrobatics Fortitude 10 After acting, suffer 1d4+1 Electricity damage. If undefeated, reload this barrier into its location. 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:
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:
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:
Biting Tigers
CotCT Barrier 3 Traits: Magic Trap To Defeat: Combat 16 OR Acrobatics Disable Stealth 9 Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1d6 Combat damage. Weapons Spoiler:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Magic 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. 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:
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:
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. 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:
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. 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:
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:
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:
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:
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:
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. Spoiler:
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:
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:
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:
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. Hour Power: On your check, you may recharge a card to replace all d4s with d8s. Current Hour: The Locksmith:
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. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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: Hourglass Card 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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. Spoiler: Hourglass Card 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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: Hourglass Card 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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: Hourglass Card 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 18 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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 23 Kyra/Maelwys: Hourglass Card 22 Merisiel/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 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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 25 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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 26 Merisiel/sirrogue: Hourglass Card 25 Seelah/KeithRichmond
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: Hourglass Card 26 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Castle Card 1: 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. Castle Card 2: 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. Castle Card 3: 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. Castle Card 4: 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. Castle Card 5: 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. Castle 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. Castle Card 7: 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. Castle Card 8: 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. Castle Card 9: Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 10:
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. 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: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Lair Card 1: 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. Lair Card 2: 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. Lair Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Lair Card 4: 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
Lair Card 5: 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. Lair Card 6: 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. Lair 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. Lair Card 8: 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 9: 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. Lair Card 10: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Lair Card 11:
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: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Slaughterhouse 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. Slaughterhouse Card 2: 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. Slaughterhouse 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: 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. Slaughterhouse Card 7: 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. Slaughterhouse Card 8: 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. Slaughterhouse Card 9: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Slaughterhouse Card 10: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 11:
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. Location #4: Throne Room Urban At This Location: At the start of your turn, you may recharge an item to draw a card. When Closing: A local character summons and defeats the story bane Rioting Mob. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Throne Room Card 1: 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. Throne Room 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. Throne Room Card 3: 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
Throne Room Card 4: 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. Throne Room 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. Throne Room Card 6: 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. Throne Room Card 7:
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. Location #5: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Storehouse Card 1: 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. Storehouse Card 2: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 3: 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. Storehouse Card 4: 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. Storehouse Card 5: 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. Storehouse Card 6: 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. Storehouse Card 7: 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. Storehouse Card 8: 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. Storehouse Card 9: 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. Storehouse Card 10: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 4, Quinn/Mhuirich Random Cards:
Monsters 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:
Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. 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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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. 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:
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:
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:
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:
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:
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:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Sable Company 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:
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:
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:
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:
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:
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:
Wolverine
CotCT Ally 3 Traits: Animal Veteran To Acquire: Wisdom Survival 9 On your combat check, if you would fail by 1+# or less, bury to reroll. Discard to explore. This exploration, on your Stealth checks, add 1d6. Spoiler:
Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Spoiler:
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:
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:
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:
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:
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:
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:
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. Hour Power: On your check, you may recharge a card to replace all d4s with d8s. Current Hour: The Locksmith:
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. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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: Hourglass Card 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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. Spoiler: Hourglass Card 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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: Hourglass Card 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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: Hourglass Card 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 18 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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 23 Kyra/Maelwys: Hourglass Card 22 Merisiel/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 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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 25 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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 26 Merisiel/sirrogue: Hourglass Card 25 Seelah/KeithRichmond
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: Hourglass Card 26 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Castle Card 1: 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. Castle Card 2: 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. Castle Card 3: 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. Castle Card 4: 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. Castle Card 5: 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. Castle 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. Castle Card 7: 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. Castle Card 8: 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. Castle Card 9: Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 10:
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. 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: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Lair Card 1: 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. Lair Card 2: 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. Lair Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Lair Card 4: 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
Lair Card 5: 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. Lair Card 6: 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. Lair 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. Lair Card 8: 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 9: 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. Lair Card 10: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Lair Card 11:
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: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Slaughterhouse 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. Slaughterhouse Card 2: 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. Slaughterhouse 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: 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. Slaughterhouse Card 7: 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. Slaughterhouse Card 8: 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. Slaughterhouse Card 9: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Slaughterhouse Card 10: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 11:
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. Location #4: Throne Room Urban At This Location: At the start of your turn, you may recharge an item to draw a card. When Closing: A local character summons and defeats the story bane Rioting Mob. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Throne Room Card 1: 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. Throne Room Card 2: 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. Throne Room 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. Throne Room Card 4: 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. Throne Room 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. Throne Room Card 6: 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. Throne Room Card 7: 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
Throne Room Card 8: 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. Throne Room Card 9: 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. Throne Room Card 10: 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. Throne Room Card 11:
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. Location #5: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Storehouse Card 1: 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. Storehouse Card 2: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 3: 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. Storehouse Card 4: 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. Storehouse Card 5: 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. Storehouse Card 6: 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. Storehouse Card 7: 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. Storehouse Card 8: 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. Storehouse Card 9: 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. Storehouse Card 10: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 2, Merisiel/sirrogue Random Cards:
Monsters 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:
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:
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:
Wood Golem
Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
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:
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:
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 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:
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:
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:
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:
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. 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:
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 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:
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:
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:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Spoiler:
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. 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: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Maelwys: Spoiler: Hourglass Card 2 Quinn/Mhuirich: Hourglass Card 1 Kyra/Maelwys
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 3 Seelah/KeithRichmond: Hourglass Card 2 Quinn/Mhuirich
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 4 Merisiel/sirrogue: Hourglass Card 3 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 4 Merisiel/sirrogue
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: Hourglass Card 6 Quinn/Mhuirich: Hourglass Card 5 Kyra/Maelwys
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 7 Seelah/KeithRichmond: Hourglass Card 6 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 7 Seelah/KeithRichmond
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: Hourglass Card 9 Kyra/Maelwys: Hourglass Card 8 Merisiel/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 10 Quinn/Mhuirich: Hourglass Card 9 Kyra/Maelwys
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. Spoiler: Hourglass Card 11 Seelah/KeithRichmond: Hourglass Card 10 Quinn/Mhuirich
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 12 Merisiel/sirrogue: Hourglass Card 11 Seelah/KeithRichmond
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 13 Kyra/Maelwys: Hourglass Card 12 Merisiel/sirrogue
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: Hourglass Card 14 Quinn/Mhuirich: Hourglass Card 13 Kyra/Maelwys
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 15 Seelah/KeithRichmond: Hourglass Card 14 Quinn/Mhuirich
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 16 Merisiel/sirrogue: Hourglass Card 15 Seelah/KeithRichmond
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: Hourglass Card 17 Kyra/Maelwys: Hourglass Card 16 Merisiel/sirrogue
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 18 Quinn/Mhuirich: Hourglass Card 17 Kyra/Maelwys
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 19 Seelah/KeithRichmond: Hourglass Card 18 Quinn/Mhuirich
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 20 Merisiel/sirrogue: Hourglass Card 19 Seelah/KeithRichmond
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 21 Kyra/Maelwys: Hourglass Card 20 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 21 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 22 Quinn/Mhuirich
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 24 Merisiel/sirrogue: Hourglass Card 23 Seelah/KeithRichmond
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 25 Kyra/Maelwys: Hourglass Card 24 Merisiel/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 26 Quinn/Mhuirich: Hourglass Card 25 Kyra/Maelwys
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 27 Seelah/KeithRichmond: Hourglass Card 26 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 27 Seelah/KeithRichmond
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: Hourglass Card 28 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Castle Card 1: 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. Castle Card 2: 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. Castle Card 3: 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. Castle Card 4: 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. Castle Card 5: 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. Castle 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. Castle Card 7: 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. Castle Card 8: 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. Castle Card 9: Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 10:
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. 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: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Lair Card 1: 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. Lair Card 2: 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. Lair Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Lair Card 4: 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
Lair Card 5: 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. Lair Card 6: 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. Lair 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. Lair Card 8: 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 9: 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. Lair Card 10: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Lair Card 11:
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: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Slaughterhouse 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. Slaughterhouse Card 2: 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. Slaughterhouse 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: 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. Slaughterhouse Card 7: 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. Slaughterhouse Card 8: 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. Slaughterhouse Card 9: Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Slaughterhouse Card 10: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 11:
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. Location #4: Throne Room Urban At This Location: At the start of your turn, you may recharge an item to draw a card. When Closing: A local character summons and defeats the story bane Rioting Mob. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Throne Room Card 1: 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. Throne Room Card 2: 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. Throne Room 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. Throne Room Card 4: 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. Throne Room 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. Throne Room Card 6: 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. Throne Room Card 7: 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
Throne Room Card 8: 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. Throne Room Card 9: 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. Throne Room Card 10: 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. Throne Room Card 11:
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. Location #5: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse Card 2: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 3: 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. Storehouse Card 4: 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. Storehouse Card 5: 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. Storehouse Card 6: 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. Storehouse Card 7: 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. Storehouse Card 8: 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. Storehouse Card 9: 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. Storehouse Card 10:
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. Location #6: Stable Urban At This Location: When you acquire an ally, you may shuffle a new ally into a random other location. When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check. When Permanently Closed: No effect. M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Stable Card 1: 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. Stable Card 2: 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. Stable 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. Stable Card 4: 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. Stable 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Besieged - After you move, suffer 1 Ranged Combat damage.
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Turn: 1, Seelah/KeithRichmond Random Cards:
Monsters Spoiler:
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. 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:
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:
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:
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. 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:
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:
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:
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. 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:
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:
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:
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 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:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Spells 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:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
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:
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:
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
Armors Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Magic 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:
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:
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:
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:
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:
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. 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
Allies 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:
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:
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. 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 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:
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:
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:
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:
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. 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: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/sirrogue: Spoiler: Hourglass Card 2 Kyra/Maelwys: Hourglass Card 1 Merisiel/sirrogue
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 3 Quinn/Mhuirich: Hourglass Card 2 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 3 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 4 Seelah/KeithRichmond
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 6 Kyra/Maelwys: Hourglass Card 5 Merisiel/sirrogue
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: Hourglass Card 7 Quinn/Mhuirich: Hourglass Card 6 Kyra/Maelwys
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 8 Seelah/KeithRichmond: Hourglass Card 7 Quinn/Mhuirich
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 9 Merisiel/sirrogue: Hourglass Card 8 Seelah/KeithRichmond
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: Hourglass Card 10 Kyra/Maelwys: Hourglass Card 9 Merisiel/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 11 Quinn/Mhuirich: Hourglass Card 10 Kyra/Maelwys
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. Spoiler: Hourglass Card 12 Seelah/KeithRichmond: Hourglass Card 11 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 12 Seelah/KeithRichmond
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 14 Kyra/Maelwys: Hourglass Card 13 Merisiel/sirrogue
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: Hourglass Card 15 Quinn/Mhuirich: Hourglass Card 14 Kyra/Maelwys
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 16 Seelah/KeithRichmond: Hourglass Card 15 Quinn/Mhuirich
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 17 Merisiel/sirrogue: Hourglass Card 16 Seelah/KeithRichmond
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: Hourglass Card 18 Kyra/Maelwys: Hourglass Card 17 Merisiel/sirrogue
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 19 Quinn/Mhuirich: Hourglass Card 18 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 19 Quinn/Mhuirich
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 21 Merisiel/sirrogue: Hourglass Card 20 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 21 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 22 Kyra/Maelwys
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 24 Seelah/KeithRichmond: Hourglass Card 23 Quinn/Mhuirich
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 25 Merisiel/sirrogue: Hourglass Card 24 Seelah/KeithRichmond
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 26 Kyra/Maelwys: Hourglass Card 25 Merisiel/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 Quinn/Mhuirich: Hourglass Card 26 Kyra/Maelwys
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 28 Seelah/KeithRichmond: Hourglass Card 27 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 28 Seelah/KeithRichmond
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: Hourglass Card 29 Merisiel/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. Location #0: Base
Base Card 1: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 2: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Krojun Eats-what-he-kills
CotCT Supporter 4 Traits: Barbarian Human Display. While displayed: * On any Strength check or any check against a monster, you may bury to add 1d10. * ? When you defeat a monster, you may bury to heal 1d4+2 cards, then draw 2 cards. Base Card 5: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 6: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 7: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 8: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 11:
Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Location #1: Castle Urban At This Location: You may avenge by recharging a card. When Closing: Bury a weapon or the top card of your deck. When Permanently Closed: You may heal a weapon or an armor. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Castle Card 1: 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. Castle Card 2: 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. Castle Card 3: 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. Castle Card 4: 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. Castle Card 5: 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. Castle 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. Castle Card 7: 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. Castle Card 8: 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. Castle Card 9: Belshallam
CotCT Story Bane 5 Type: Monster Traits: Dragon To Defeat: Combat 26 Before acting, each local character must succeed at a Constitution or Fortitude 13 check or bury the top card of their deck and suffer the scourge Drained. If undefeated, bury your role card. Castle Card 10:
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. 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: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Lair Card 1: 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. Lair Card 2: 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. 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: 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. Lair Card 5: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Lair Card 6: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Lair Card 7: 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
Lair Card 8: 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. Lair Card 9: 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. 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: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: None Slaughterhouse Card 1: Knurlott
CotCT Story Bane 5 Type: Monster Traits: Skeleton Undead To Defeat: Combat 14 THEN Combat 18 Immune to Acid, Cold, Electricity, Mental, and Poison. Before acting, each local character must succeed at a Dexterity or Acrobatics 10 check or suffer 1d4 Acid damage. When you discard cards as damage, you must first choose weapons, blessings, and/or Healing spells. Slaughterhouse Card 2: 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. Slaughterhouse Card 3: 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. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: 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. Slaughterhouse Card 7: 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. Slaughterhouse Card 8: 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. Slaughterhouse Card 9: 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. Slaughterhouse Card 10:
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. Location #4: Throne Room Urban At This Location: At the start of your turn, you may recharge an item to draw a card. When Closing: A local character summons and defeats the story bane Rioting Mob. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, None Throne Room Card 1: 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. Throne Room Card 2: 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. Throne Room Card 3: 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. Throne Room Card 4: 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. Throne Room Card 5: 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. Throne Room 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. Throne Room Card 7: 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
Throne Room Card 8: 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. Throne Room Card 9: 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. Throne Room Card 10:
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. Location #5: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse Card 2: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 3: 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. Storehouse Card 4: 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. Storehouse Card 5: 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. Storehouse Card 6: 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. Storehouse Card 7: 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. Storehouse Card 8: 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. Storehouse Card 9: 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. Storehouse Card 10:
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. Location #6: Stable Urban At This Location: When you acquire an ally, you may shuffle a new ally into a random other location. When Closing: Succeed at a Charisma, Diplomacy, or Survival 5+# check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Kyra/Maelwys, None Stable Card 1: 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. Stable Card 2: 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. Stable 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. Stable Card 4: 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. Stable Card 5: 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. Stable Card 6: 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. Stable Card 7: 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. Stable Card 8: 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. Stable Card 9: 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. Stable Card 10: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules:
Proxy A - Closing Henchman:
Story Bane 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. Dangers - Ancient Skeleton, Wight, Wraith, or Zombie Minion Scenario Level (#): 5 Location #0: Base
Location #1: Castle
Location #2: Lair
Location #3: Slaughterhouse
Location #4: Throne Room
Location #5: Storehouse
Location #6: Stable
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Adventure 5: Skeletons of Scarwall Castle Scarwall looms before you. According to the Cinderlanders, it is the onetime fortress of a giant blue dragon named Kazavon whose teeth are embedded in Queen Ileosa’s crown. It is also massive and stocked deep with undead. You need a lot more information about what you’re doing before you attempt to rescue the sword Serithtial. “Hiya!” says a cheerful elfin voice. “Remember me?” You do remember Laori Vaus. She got you caught up in a disgusting game of Blood Pig down in Old Korvosa. And the fact that she works for something called the “Brotherhood of Bones” is constantly disconcerting. “I brought my... um, boss, or something.” Laori is accompanied by a stern-looking gray-haired noble who stands ahead of a green-skinned woman covered in chains. “Yes, well, thank you, Miss Vaus,” he says. “I am Shadowcount Sial, and this is my eidolon Asyra. We are here because your interests and ours are aligned. Just this one time.” You urge the shadowcount to continue, not yet trusting him. “Hrrm, you see, the Castle here, Castle Scarwall, is where one of our lord Zon-Kuthon’s former worshippers, the dragon Kazavon, held his court. It... did not go well. He betrayed his brothers, amassed a nearly invincible army of orcs and savages, and generally evinced a need to be, well, put down. Thankfully a group of gullible heroes called the Esoteric Order of the Palatine Eye was persuaded to end the dragon’s tyranny. “Their valiant leader, a paladin named Mandraivus, did what many armies could not, and ran the wyrm through with his sword Serithtial. They defeated Kazavon but could not reduce all of his body parts to, well, nothing. So each of the Order took one fragment of the dragon to a safe place, while Mandraivus stayed behind to guard the castle.” You tell the count that he seems to know a lot more about this than one might expect. “Oh yes!” says Laori. “We want to find all of the pieces of Kazavon! His teeth, his tail, that bone that really hurts when you slam it into—” Shadowcount Sial gives her a hard look, and she buttons up her enthusiasm for a bit. The Shadowcount continues. “Of course, we in the Brotherhood of Bones would never wish to assemble the dragon back into a functioning creature,” he assures you. “Now, to my story. The heroes, it turns out, did their work too well. The carnage at the castle gave rise to a veritable army of undead, which quickly overwhelmed Mandraivus. The dragon’s chamberlain, a weakling named Kleestad, tried to possess Mandraivus’s holy sword, for which Zon-Kuthon turned him into a bloated monstrosity. You must retrieve the sword from his grasp within the castle’s Star Tower.” That doesn’t sound as hard as you thought. “Oh, oh!” says Laori. “Tell them about the chained spirit, and the four spirit anchors that must be defeated before you can face the chained spirit, and the guardian ward on the Star Tower, and...” Now that does sound as hard as you thought. Scenario 5B: Shadows on the Wing
Harrowing
Quinn/Mhuirich - 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. Seelah/KeithRichmond - 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. Merisiel/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. Kyra/Maelwys - 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. ![]()
Acquired Cards from Scenario 4D Wolverine (Ally 3)
The Paladin (Blessing 1* - Counts as Blessing 4)
Liquid Courage (Item 2) Divine Fortune (Spell 3)
Loot
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Development Krojun Eats-What-He-Kills nods at your progress. “Courage, outlander. I am impressed with your resolve. You are welcome here as nalharests—our siblings.” You have held up these totems through sandshark attacks and electrical storms. Finally, at the wave of the Sun Shaman, you are allowed to lower them and rest. “We will need a spirit to bind,” says the shaman. Torches flicker on the mesa as the ghost of the harrower Zellara takes shape. “Take mine,” she says. “If the fates must be read, they’ll be read with my approval.” The Sun Shaman nods, and all are silent. An image enters the minds of all at Bolt Rock. A deep blue dragon atop a castle, just like in Salvator Scream’s painting. A great battle. Body parts that would not die. A crown. A mighty sword. “There is your quest,” the Sun Shaman says. “It is called ‘Scarwall.’ It is a dark place.” Aren’t they all, you think. You prepare to leave the Cinderlands behind. Scenario Reward
Adventure Reward
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Outstanding Business - Quinn recharged The One on Seelah's turn. All checks are +2d6 (Divine Fortune x2) During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Proxy B - Closing Henchman: Pack Landshark:
Story Bane Type: Monster Traits: Aberration Trigger To Defeat: Combat 21 When examined, move to this monster's location and encounter it. Cannot be evaded. If undefeated, recharge this monster into its location. Scenario Level (#): 4 Turn: 12, Quinn/Mhuirich 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:
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:
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:
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:
Spectre
Core Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Drained. Barriers Spoiler:
Guardian Door
Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. 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:
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:
Sick Child
CotCT Barrier 2 Traits: Task To Defeat: Constitution Fortitude 10 OR Charisma Diplomacy 12 On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon. If undefeated, summon and encounter the story bane Blood Veil. Spoiler:
Snake Oil Seller
CotCT Barrier 2 Traits: Task To Defeat: Intelligence Craft 6 OR Wisdom 8 When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead. If undefeated, bury the top card of your deck and suffer the scourge Poisoned. Weapons 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:
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:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Acidic Bolas
CotCT Weapon 3 Traits: Acid Bludgeoning Chain Magic Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location. If proficient, discard to evade a monster you encounter. Spells Spoiler:
Deathgrip
CotCT Spell 2 Traits: Arcane Attack Cold Divine Magic Undead To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
Spoiler:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
Dimensional Jump
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 When you encounter a bane, banish to evade it. Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter. DURING RECOVERY
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:
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
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:
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:
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:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Items 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:
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:
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:
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:
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:
Magistrate
CotCT Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Knowledge 9 On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8. Discard to explore. This exploration, on your checks against Human cards, add 1d6. Spoiler:
Pit Gladiator
CotCT Ally 2 Traits: Fighter Human To Acquire: Strength Melee 10 THEN Charisma Diplomacy 9 On a local combat check, bury to add 2d6. Discard to explore; you may first draw a weapon from your discards. Spoiler:
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:
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. Blessings Spoiler:
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:
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:
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:
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. 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. Hour Power: At the start of your turn, discard a blessing or suffer the scourge Exhausted. Current Hour: The Waxworks:
The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Hours Remaining: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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: Hourglass Card 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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: Hourglass Card 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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: Hourglass Card 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 18 Merisiel/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. Scenario Deck M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 Hench/Vill: 0 Scenario Deck Card 1:
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. Location #0: Base
Base Card 1: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 2: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10:
Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Location #4: Dunes Wild At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass. When Closing: Acquire the top blessing of the hourglass. When Permanently Closed: No effect. M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Totem Pile: The Peacock, Wand of Flying Dunes Card 1: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Dunes Card 2: Enlarge
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display next to a local character. While displayed: * This character's Strength and Constitution dice are each d12. * At the end of the turn, banish. DURING RECOVERY
Dunes Card 3: Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Dunes Card 4: Imprisonment
Core Barrier 2 Traits: Lock Obstacle To Defeat: Dexterity Diplomacy Disable Stealth 9 If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster. If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally. Dunes Card 5: Lightning Bolt
Core Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Dunes Card 6: 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. Dunes Card 7: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Proxy B - Closing Henchman: Pack Landshark:
Story Bane Type: Monster Traits: Aberration Trigger To Defeat: Combat 21 When examined, move to this monster's location and encounter it. Cannot be evaded. If undefeated, recharge this monster into its location. Scenario Level (#): 4 Turn: 8, Quinn/Mhuirich Random Cards:
Monsters 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. Spoiler:
Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spoiler:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Spoiler:
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. Spoiler:
Harpy
Core Monster 2 Traits: Harpy To Defeat: Combat 10 Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location. 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:
Symbol of Agony
CotCT Barrier 2 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 9 If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location. Spoiler:
Invisible Wall
Core Barrier 2 Traits: Lock Magic Trigger To Defeat: Arcane Divine Perception 9 When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn. If defeated, you may explore. Spoiler:
Sick Child
CotCT Barrier 2 Traits: Task To Defeat: Constitution Fortitude 10 OR Charisma Diplomacy 12 On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon. If undefeated, summon and encounter the story bane Blood Veil. Spoiler:
Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Weapons Spoiler:
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:
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:
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:
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:
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:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Enchant Weapon
Core Spell 0 Traits: Magic Arcane Divine To Acquire: IntelligenceWisdomArcaneDivine 4 When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
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. 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:
Brute Force Shield
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Glamered Leather Armor
Core Armor 2 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 7 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your Diplomacy or Stealth check, you may draw this card to add 1d4. Spoiler:
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 Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. 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:
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:
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:
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:
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:
Riding Allosaurus
Core Ally 2 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 14 Recharge to move. You may not use this power during an encounter. On a local combat check, recharge to add 1d6. Discard to explore. This exploration, on your first combat check, add 1d6. 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:
Tayce Soldado
CotCT Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 9 OR Bury A Healing Card 0 If you are at an Urban location, on a local non-combat check, recharge to add 1d6. Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6. 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 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 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:
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:
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:
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. Hour Power: Your check to acquire is blessed. Current Hour: The Unicorn:
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. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 2 Merisiel/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 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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: Hourglass Card 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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: Hourglass Card 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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: Hourglass Card 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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: Hourglass Card 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/sirrogue
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 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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 22 Merisiel/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. Scenario Deck M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 Hench/Vill: 0 Scenario Deck Card 1: 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. Scenario Deck Card 2:
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. Location #0: Base
Base Card 1: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 2: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10:
Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Location #4: Dunes Wild At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass. When Closing: Acquire the top blessing of the hourglass. When Permanently Closed: No effect. M: 1 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Merisiel/sirrogue, Kyra/Maelwys, Totem Pile: The Peacock, Wand of Flying Dunes Card 1: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Dunes Card 2: Enlarge
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display next to a local character. While displayed: * This character's Strength and Constitution dice are each d12. * At the end of the turn, banish. DURING RECOVERY
Dunes Card 3: Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Dunes Card 4: Imprisonment
Core Barrier 2 Traits: Lock Obstacle To Defeat: Dexterity Diplomacy Disable Stealth 9 If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster. If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally. Dunes Card 5: Lightning Bolt
Core Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Dunes Card 6: 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. Dunes Card 7:
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. Location #5: Glade Sacred Wild At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane. When Closing: Either recharge 3 boons or suffer the scourge Exhausted. When Permanently Closed: You may heal up to 2 cards. M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Totem Pile: The Publican, The Locksmith Glade Card 1 (Barghest): Barghest
CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Glade Card 2 (The Paladin): 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. Glade Card 3: 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
Glade Card 4: 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. Glade Card 5: 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. Glade Card 6: 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. Glade Card 7: 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. Glade Card 8: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Proxy B - Closing Henchman: Pack Landshark:
Story Bane Type: Monster Traits: Aberration Trigger To Defeat: Combat 21 When examined, move to this monster's location and encounter it. Cannot be evaded. If undefeated, recharge this monster into its location. Scenario Level (#): 4 Turn: 4, Quinn/Mhuirich 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:
Dire Crocodile
CotCT Monster 2 Traits: Animal Aquatic To Defeat: Combat 15 Vulnerable to Cold. If defeated by less than 4, or undefeated, suffer 1d4 Combat damage. 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:
Mimic
Core Monster 2 Traits: Aberration Trap To Defeat: Combat 15 OR Wisdom Perception 9 On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead. If undefeated, suffer the scourge Entangled. 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:
Guardian Door
Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. 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:
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:
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:
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:
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:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Frost Longspear
CotCT Weapon 2 Traits: 2-Handed Cold Magic Melee Piercing Spear To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. 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:
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:
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:
Dimensional Jump
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 When you encounter a bane, banish to evade it. Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter. DURING RECOVERY
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:
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
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:
Grounded Studded Leather
CotCT Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 11 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 or 2 of those cards. * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Brute Force Shield
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Helm of the Valkyrie
Core Armor 2 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 8 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, when you suffer any damage, freely reveal to reduce it by 1. At the end of your turn, recharge to move. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Drums of Haste
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Charisma 8 At the end of a local character's move step, display at your location. While displayed: * At the end of each turn, local characters may move, and distant characters may move here. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
Plaguebringer's Mask
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Craft 11 On your combat check or your check against a Disease card, reload to add 1d8. When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead. Spoiler:
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:
Horn of Blasting
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Fortitude 7 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4. If proficient, recharge instead. Spoiler:
Elixir of Focus
Core Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 8 On a local non-combat check, banish to add the character's Intelligence or Craft skill. DURING RECOVERY If proficient, you may succeed at a Craft 10 check to recharge this card. Allies Spoiler:
Magistrate
CotCT Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Knowledge 9 On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8. Discard to explore. This exploration, on your checks against Human cards, add 1d6. Spoiler:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Spoiler:
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:
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:
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 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:
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:
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:
Blackfingers
Core Blessing 3 Traits: Deity: Norgorber Divine When this is the hour: On your check that invokes the Alchemical or Poison trait, add 1d4. To Acquire: Craft Divine Stealth 8 On any check, discard to bless. On a check that invokes the Alchemical or Poison trait, freely recharge to bless. Discard to explore. This exploration, on your checks that invoke the Alchemical or Poison trait, add 1d4. Hour Power: On your check to close or to guard, add 1d4. Current Hour: Abadar's Law:
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. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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: Hourglass Card 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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: Hourglass Card 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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: Hourglass Card 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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: Hourglass Card 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/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 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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: Hourglass Card 23 Kyra/Maelwys: Hourglass Card 22 Merisiel/sirrogue
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 24 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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 25 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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 26 Merisiel/sirrogue: Hourglass Card 25 Seelah/KeithRichmond
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 26 Merisiel/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. Scenario Deck M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 Hench/Vill: 0 Scenario Deck Card 1: 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. Scenario Deck Card 2: 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. Scenario Deck Card 3:
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. Location #0: Base
Base Card 1: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 2: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10:
Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Location #3: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Seelah/KeithRichmond, Merisiel/sirrogue, Totem Pile: Torag's Power, Priest of Pharasma Cinderlands Card 1: 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. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands Card 4: 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. Cinderlands Card 5: Frost Longbow
Core Weapon 2 Traits: 2-Handed Bow Cold Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Cinderlands Card 6: Spectre
Core Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Drained. Cinderlands Card 7: 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. Cinderlands Card 8: 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. Cinderlands Card 9: 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. Cinderlands Card 10:
Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Location #4: Dunes Wild At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass. When Closing: Acquire the top blessing of the hourglass. When Permanently Closed: No effect. M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Kyra/Maelwys, Totem Pile: The Peacock, Wand of Flying Dunes Card 1: 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. Dunes Card 2: 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. Dunes Card 3: 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. Dunes Card 4: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Dunes Card 5: Enlarge
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display next to a local character. While displayed: * This character's Strength and Constitution dice are each d12. * At the end of the turn, banish. DURING RECOVERY
Dunes Card 6: Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Dunes Card 7: Imprisonment
Core Barrier 2 Traits: Lock Obstacle To Defeat: Dexterity Diplomacy Disable Stealth 9 If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster. If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally. Dunes Card 8: Lightning Bolt
Core Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Dunes Card 9: 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. Dunes Card 10:
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. Location #5: Glade Sacred Wild At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane. When Closing: Either recharge 3 boons or suffer the scourge Exhausted. When Permanently Closed: You may heal up to 2 cards. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Totem Pile: The Publican Glade Card 1: 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. Glade Card 2: 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. Glade Card 3: 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. Glade Card 4: Barghest
CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Glade Card 5: 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
Glade 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. Glade Card 7: 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. Glade Card 8: 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. Glade Card 9: 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. Glade Card 10: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Proxy B - Closing Henchman: Pack Landshark:
Story Bane Type: Monster Traits: Aberration Trigger To Defeat: Combat 21 When examined, move to this monster's location and encounter it. Cannot be evaded. If undefeated, recharge this monster into its location. Scenario Level (#): 4 Turn: 1, Seelah/KeithRichmond Random Cards:
Monsters Spoiler:
Unseen Sentinel
Core Monster 2 Traits: Outsider To Defeat: Combat 11 Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3. Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck. This encounter cannot be avenged. Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Spoiler:
Infantry Devil
CotCT Monster 2 Traits: Devil Outsider To Defeat: Combat 14 OR Arcane 9 Immune to Fire and Poison. Resistant to Acid, Attack, and Cold. If undefeated, suffer the scourge Plagued. 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. 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:
Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Spoiler:
Secret Stockpile
Core Barrier 2 Traits: Cache Lock To Defeat: Dexterity Disable 9 OR Wisdom Perception 11 If undefeated, you may banish this barrier. If defeated, draw a new weapon and a new armor. 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:
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:
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. Weapons Spoiler:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. 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:
Lucky Starknife
Core Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 11 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, after the roll, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Vicious Scythe
CotCT Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Disable Mechanism
CotCT Spell 2 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a Construct, Lock, or Trap bane, banish to evade it. On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8. DURING RECOVERY
Spoiler:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
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:
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:
Deathgrip
CotCT Spell 2 Traits: Arcane Attack Cold Divine Magic Undead To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
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:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Magic Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Glamered Leather Armor
Core Armor 2 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 7 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your Diplomacy or Stealth check, you may draw this card to add 1d4. Spoiler:
Magic Mithral Chain Mail
CotCT Armor 2 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. 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:
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:
White War Paint
CotCT Item 2 Traits: Liquid Paint To Acquire: Melee Divine 5 Display. While displayed: * On your checks against Undead banes, add 1d8. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Tangleburn Bag
Core Item 2 Traits: Alchemical Attack Fire Object To Acquire: Intelligence Craft 10 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it. DURING RECOVERY If proficient, you may succeed at a Craft 12 check to recharge this card. Spoiler:
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:
Riding Allosaurus
Core Ally 2 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 14 Recharge to move. You may not use this power during an encounter. On a local combat check, recharge to add 1d6. Discard to explore. This exploration, on your first combat check, add 1d6. Spoiler:
Flensing Jelly
Core Ally 2 Traits: Alchemical Ooze To Acquire: Intelligence Craft 9 OR Wisdom Survival 11 On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait. Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait. DURING RECOVERY You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card. Spoiler:
Noble
Core Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 9 On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4. Spoiler:
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:
Bound Homunculus
Core Ally 2 Traits: Construct Magic To Acquire: Intelligence Arcane Craft 8 OR Charisma Diplomacy 10 On a local check, banish to add 1d8. Banish to explore. This exploration, on your first check, add 1d6. DURING RECOVERY
Blessings 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 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:
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:
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:
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. Hour Power: On your check to close or to guard, add 1d4. Current Hour: Abadar's Law:
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. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/sirrogue: Spoiler: Hourglass Card 2 Kyra/Maelwys: Hourglass Card 1 Merisiel/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 3 Quinn/Mhuirich: Hourglass Card 2 Kyra/Maelwys
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. Spoiler: Hourglass Card 4 Seelah/KeithRichmond: Hourglass Card 3 Quinn/Mhuirich
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 5 Merisiel/sirrogue: Hourglass Card 4 Seelah/KeithRichmond
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 6 Kyra/Maelwys: Hourglass Card 5 Merisiel/sirrogue
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 7 Quinn/Mhuirich: Hourglass Card 6 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 7 Quinn/Mhuirich
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: Hourglass Card 9 Merisiel/sirrogue: Hourglass Card 8 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 9 Merisiel/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 11 Quinn/Mhuirich: Hourglass Card 10 Kyra/Maelwys
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 12 Seelah/KeithRichmond: Hourglass Card 11 Quinn/Mhuirich
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 13 Merisiel/sirrogue: Hourglass Card 12 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 13 Merisiel/sirrogue
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 15 Quinn/Mhuirich: Hourglass Card 14 Kyra/Maelwys
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: Hourglass Card 16 Seelah/KeithRichmond: Hourglass Card 15 Quinn/Mhuirich
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 17 Merisiel/sirrogue: Hourglass Card 16 Seelah/KeithRichmond
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: Hourglass Card 18 Kyra/Maelwys: Hourglass Card 17 Merisiel/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 19 Quinn/Mhuirich: Hourglass Card 18 Kyra/Maelwys
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 20 Seelah/KeithRichmond: Hourglass Card 19 Quinn/Mhuirich
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 21 Merisiel/sirrogue: Hourglass Card 20 Seelah/KeithRichmond
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: Hourglass Card 22 Kyra/Maelwys: Hourglass Card 21 Merisiel/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 23 Quinn/Mhuirich: Hourglass Card 22 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 23 Quinn/Mhuirich
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 25 Merisiel/sirrogue: Hourglass Card 24 Seelah/KeithRichmond
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: Hourglass Card 26 Kyra/Maelwys: Hourglass Card 25 Merisiel/sirrogue
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 27 Quinn/Mhuirich: Hourglass Card 26 Kyra/Maelwys
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 28 Seelah/KeithRichmond: Hourglass Card 27 Quinn/Mhuirich
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 29 Merisiel/sirrogue: Hourglass Card 28 Seelah/KeithRichmond
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 29 Merisiel/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. Scenario Deck M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 Hench/Vill: 0 Scenario Deck Card 1: 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. Scenario Deck Card 2: 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. Scenario Deck Card 3: 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. Scenario Deck Card 4: 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. Scenario Deck Card 5:
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. Location #0: Base
Base Card 1: Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Base Card 2: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 3: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 4: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 9: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 10:
Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Location #1: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: Merisiel/sirrogue, Totem Pile: The Dance Cliff Card 1: 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. Cliff Card 2: Frost Longspear
CotCT Weapon 2 Traits: 2-Handed Cold Magic Melee Piercing Spear To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Cliff 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. Cliff Card 4: 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. Cliff Card 5: The Forge
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Cliff Card 6: 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. Cliff Card 7: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cliff Card 8: 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. Cliff Card 9: 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. Cliff Card 10:
Quivering Cube
Core Monster 2 Traits: Obstacle Ooze To Defeat: Combat 12 OR Craft 9 Immune to Electricity, Mental, and Poison. If you are at an Underground location, the difficulty to defeat is increased by 4. Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled. Location #2: Mountain Wild At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted. When Closing: Bury an armor or the top card of your deck. When Permanently Closed: No effect. M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Totem Pile: The Winged Serpent Mountain Card 1: Sick Child
CotCT Barrier 2 Traits: Task To Defeat: Constitution Fortitude 10 OR Charisma Diplomacy 12 On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon. If undefeated, summon and encounter the story bane Blood Veil. Mountain Card 2: 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. Mountain Card 3: 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. Mountain Card 4: Metal Cobra
Core Monster 2 Traits: Construct To Defeat: Combat 12 OR Craft 8 Immune to Mental and Poison. Resistant to Melee and Ranged. If undefeated, suffer the scourge Poisoned. Mountain Card 5: Wall of Lightning
Core Barrier 3 Traits: Construct Electricity Elemental Obstacle To Defeat: Dexterity Constitution Acrobatics Fortitude 10 After acting, suffer 1d4+1 Electricity damage. If undefeated, reload this barrier into its location. Mountain Card 6: 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. Mountain Card 7: Will-o'-wisp
Core Monster 2 Traits: Aberration Electricity To Defeat: Combat 13 Immune to Attack. All damage is Electricity damage. After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location. Mountain Card 8: Dire Crocodile
CotCT Monster 2 Traits: Animal Aquatic To Defeat: Combat 15 Vulnerable to Cold. If defeated by less than 4, or undefeated, suffer 1d4 Combat damage. Mountain Card 9: Invisible Wall
Core Barrier 2 Traits: Lock Magic Trigger To Defeat: Arcane Divine Perception 9 When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn. If defeated, you may explore. Mountain Card 10:
Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Location #3: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Totem Pile: Torag's Power Cinderlands Card 1: 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. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands Card 4: 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. Cinderlands Card 5: Frost Longbow
Core Weapon 2 Traits: 2-Handed Bow Cold Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Cinderlands Card 6: Spectre
Core Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Drained. Cinderlands Card 7: 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. Cinderlands Card 8: 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. Cinderlands Card 9: 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. Cinderlands Card 10:
Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Location #4: Dunes Wild At This Location: When you encounter a bane and do not defeat it, discard the top blessing of the hourglass. When Closing: Acquire the top blessing of the hourglass. When Permanently Closed: No effect. M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Kyra/Maelwys, Totem Pile: The Peacock Dunes Card 1: 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. Dunes Card 2: 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. Dunes Card 3: 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. Dunes Card 4: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Dunes Card 5: Enlarge
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display next to a local character. While displayed: * This character's Strength and Constitution dice are each d12. * At the end of the turn, banish. DURING RECOVERY
Dunes Card 6: Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Dunes Card 7: Imprisonment
Core Barrier 2 Traits: Lock Obstacle To Defeat: Dexterity Diplomacy Disable Stealth 9 If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster. If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally. Dunes Card 8: Lightning Bolt
Core Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Dunes Card 9: 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. Dunes Card 10:
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. Location #5: Glade Sacred Wild At This Location: When you would encounter a non-story bane monster or barrier, you may instead summon and encounter the danger. If you do, and do not defeat it, shuffle the original bane into its location; if you defeat it, banish the original bane. When Closing: Either recharge 3 boons or suffer the scourge Exhausted. When Permanently Closed: You may heal up to 2 cards. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Totem Pile: The Publican Glade Card 1: 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. Glade Card 2: 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. Glade Card 3: 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. Glade Card 4: Barghest
CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Glade Card 5: 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
Glade 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. Glade Card 7: 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. Glade Card 8: 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. Glade Card 9: 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. Glade Card 10: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Additional Rules: Proxy B - Closing Henchman: Pack Landshark:
Story Bane Type: Monster Traits: Aberration Trigger To Defeat: Combat 21 When examined, move to this monster's location and encounter it. Cannot be evaded. If undefeated, recharge this monster into its location. Scenario Level (#): 4 Turn: 0, Quinn/Mhuirich Random Cards:
Monsters 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:
Smoke Slayer
CotCT Monster 2 Traits: Elemental To Defeat: Combat 13 Resistant to Melee. Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8. Spoiler:
Wood Golem
Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. Spoiler:
Vampire Spawn
CotCT Monster 2 Traits: Undead Vampire To Defeat: Combat 15 Immune to Mental and Poison. If undefeated, bury a random card from your discards. Spoiler:
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:
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:
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. 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:
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:
Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. Weapons Spoiler:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spoiler:
Flaming Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Spoiler:
Vicious Scythe
CotCT Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Lucky Starknife
Core Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 11 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, after the roll, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spells 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:
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:
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:
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:
Vampiric Touch
CotCT Spell 2 Traits: Arcane Attack Magic Undead To Acquire: Intelligence Arcane 9 For your combat check, banish to use Arcane + 2d6, then you may heal a card. DURING RECOVERY
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:
Glamered Leather Armor
Core Armor 2 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 7 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your Diplomacy or Stealth check, you may draw this card to add 1d4. Spoiler:
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:
Magic Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Spoiler:
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. 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:
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. Spoiler:
Twitch Tonic
CotCT Item 2 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 10 Discard to explore. Banish to heal a local character 1d4+1 allies. DURING RECOVERY
Spoiler:
Plaguebringer's Mask
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Craft 11 On your combat check or your check against a Disease card, reload to add 1d8. When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead. Allies Spoiler:
Noble
Core Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 9 On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4. Spoiler:
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:
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:
Magistrate
CotCT Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Knowledge 9 On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8. Discard to explore. This exploration, on your checks against Human cards, add 1d6. Spoiler:
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:
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 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:
The Wind and the Waves
Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Spoiler:
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:
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. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 2 Merisiel/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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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. Spoiler: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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: Hourglass Card 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 10 Merisiel/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 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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: Hourglass Card 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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: Hourglass Card 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/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 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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: Hourglass Card 23 Kyra/Maelwys: Hourglass Card 22 Merisiel/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 24 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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 25 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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 26 Merisiel/sirrogue: Hourglass Card 25 Seelah/KeithRichmond
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: Hourglass Card 27 Kyra/Maelwys: Hourglass Card 26 Merisiel/sirrogue
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 28 Quinn/Mhuirich: Hourglass Card 27 Kyra/Maelwys
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 29 Seelah/KeithRichmond: Hourglass Card 28 Quinn/Mhuirich
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 30 Merisiel/sirrogue: Hourglass Card 29 Seelah/KeithRichmond
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 30 Merisiel/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. Scenario Deck M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 5 Hench/Vill: 0 Scenario Deck Card 1: 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. Scenario Deck Card 2: 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. Scenario Deck Card 3: 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. Scenario Deck Card 4: 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. Scenario Deck Card 5:
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. Location #0: Base
Location #1: Cliff
Location #2: Mountain
Location #3: Cinderlands
Location #4: Dunes
Location #5: Glade
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Scenario 4D: Trial of the Totem Now that the hoard has been fought off, time to actually complete the totem challenge previously mentioned Dangers: Each time you encounter the danger, randomly choose a new barrier.
Quinn/Mhuirich - 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. Seelah/KeithRichmond - 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. Merisiel/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. Kyra/Maelwys - The Keep: CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire: Strength Fortitude 4+# On any check, discard to bless. On any check against a barrier or to close, discard to bless twice. Bury to explore. This exploration, you cannot suffer damage or scourges. ![]()
Acquired Cards from Scenario 4C Skoan-quah Boneslayer (Ally 4)
Lion's Helm (Armor 3) Nethys's Duality (Blessing 1)
Liquid Courage (Item 2)
Vindicator (Weapon 4)
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During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you succeed at a check to defeat by 20 or more, gain 1 respect point.
Additional Rules:
Proxy A (non-closing) - Red Mantis Assassin:
Story Bane Type: Monster Traits: Assassin Human Red Mantis Veteran To Defeat: Combat 10+## Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded. Proxy B (non-closing) - Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Random Danger (1d3) 1 - Red Mantis Assassin (above) 2 - Ashwing Gargoyle (above) 3 - Cinnabar:
Story Bane Type: Monster Traits: Assassin Human To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11 Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location. Scenario Level (#): 4 Turn: 17, Quinn/Mhuirich Random Cards:
Monsters Spoiler:
Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Spoiler:
Spectre
Core Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Drained. Spoiler:
Diseased Rats
CotCT Monster 2 Traits: Animal Swarm To Defeat: Combat 13 OR Stealth Survival 9 Vulnerable to Attack. If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location. Spoiler:
Unseen Sentinel
Core Monster 2 Traits: Outsider To Defeat: Combat 11 Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3. Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck. This encounter cannot be avenged. Spoiler:
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:
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:
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:
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:
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:
Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Weapons Spoiler:
Vicious Scythe
CotCT Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Cleaving Battleaxe
CotCT Weapon 2 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it. Spoiler:
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:
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:
Enervation
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 6 On any combat check, freely banish to decrease the difficulty by 2d4. DURING RECOVERY
Spoiler:
Full Pouch
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display. While displayed: * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead. * At the end of your turn, banish. DURING RECOVERY
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:
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
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:
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:
Mithral Chain Shirt
CotCT Armor 2 Traits: Light Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. 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:
Tangleburn Bag
Core Item 2 Traits: Alchemical Attack Fire Object To Acquire: Intelligence Craft 10 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it. DURING RECOVERY If proficient, you may succeed at a Craft 12 check to recharge this card. Spoiler:
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:
Drums of Haste
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Charisma 8 At the end of a local character's move step, display at your location. While displayed: * At the end of each turn, local characters may move, and distant characters may move here. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
Circlet of Mental Acuity
Core Item 2 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 11 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1. Spoiler:
Iron Shackles
CotCT Item 2 Traits: Magic Object To Acquire: Dexterity Disable 9 When an evaded or undefeated non-villain monster would be shuffled into your location, recharge to reload the monster into the location instead. When a local character would move, recharge; that character does not move. Allies Spoiler:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
Flensing Jelly
Core Ally 2 Traits: Alchemical Ooze To Acquire: Intelligence Craft 9 OR Wisdom Survival 11 On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait. Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait. DURING RECOVERY You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card. Spoiler:
Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Spoiler:
Sergeant-at-arms
CotCT Ally 2 Traits: Human Soldier To Acquire: Charisma Diplomacy Knowledge 10 On a local check against a bane or an ally, recharge to add 1d6. Discard to explore. This exploration, on your checks against banes and allies, add 1d4. Spoiler:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Blessings 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 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:
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:
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:
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 check against an Animal or Elemental card, add 1d4. Current Hour: Gozreh's Growth:
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. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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. Spoiler: Hourglass Card 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 10 Merisiel/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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 12 Quinn/Mhuirich
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. Siege Deck M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1 Siege Deck Card 1 (Henchman Proxy B2): 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. Siege Deck Card 2: 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. Siege Deck Card 3:
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. Location #1: Cinderlands
Cinderlands Card 1: Flaming Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands 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. Location #2: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: 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. Cliff Card 3:
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. Location #3: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, None Campsite Card 1: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Campsite Card 2: Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Campsite Card 3: Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Campsite Card 4:
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. Location #4: Thicket Wild At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled. When Closing: Summon and defeat a barrier. When Permanently Closed: No effect. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0 Located/Displayed Here: None Thicket Card 1: 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. Thicket Card 2: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Thicket Card 3: 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. ![]()
Minor Retcon - Quinn taking damage last turn banished cards from every location except the Cinderlands. During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you succeed at a check to defeat by 20 or more, gain 1 respect point.
Additional Rules:
Proxy A (non-closing) - Red Mantis Assassin:
Story Bane Type: Monster Traits: Assassin Human Red Mantis Veteran To Defeat: Combat 10+## Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded. Proxy B (non-closing) - Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Random Danger (1d3) 1 - Red Mantis Assassin (above) 2 - Ashwing Gargoyle (above) 3 - Cinnabar:
Story Bane Type: Monster Traits: Assassin Human To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11 Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location. Scenario Level (#): 4 Turn: 13, Quinn/Mhuirich 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:
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:
Brain Ooze
Core Monster 2 Traits: Mental Ooze To Defeat: Combat 12 Immune to Mental or Poison. All damage is Mental damage that may not be reduced. If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead. Spoiler:
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:
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:
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:
Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Spoiler:
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:
Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Spoiler:
Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. 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:
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. Spoiler:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
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. Spells 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:
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:
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:
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:
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:
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:
Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Helm of the Valkyrie
Core Armor 2 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 8 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, when you suffer any damage, freely reveal to reduce it by 1. At the end of your turn, recharge to move. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Items 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:
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:
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:
Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Allies Spoiler:
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:
Noble
Core Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 9 On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4. Spoiler:
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:
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:
Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Blessings Spoiler:
The Wind and the Waves
Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may 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. 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 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:
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: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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: Hourglass Card 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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: Hourglass Card 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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. Spoiler: Hourglass Card 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 16 Quinn/Mhuirich
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. Siege Deck M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4 Siege Deck Card 1: Guardian Door Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. Siege Deck Card 2: 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. Siege Deck Card 3: 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. Siege Deck Card 4: 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. Siege Deck Card 5: Geist CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. Siege Deck Card 6: 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. Siege Deck Card 7: 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. Siege Deck Card 8: 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. Siege Deck Card 9:
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. Location #1: Cinderlands
Cinderlands Card 1: Flaming Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands 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. Location #2: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: 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. Cliff Card 3:
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. Location #3: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, None Campsite Card 1: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Campsite Card 2: Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Campsite Card 3: Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Campsite Card 4:
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. Location #4: Thicket Wild At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled. When Closing: Summon and defeat a barrier. When Permanently Closed: No effect. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0 Located/Displayed Here: None Thicket Card 1: 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. Thicket Card 2: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Thicket Card 3: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you succeed at a check to defeat by 20 or more, gain 1 respect point.
Additional Rules:
Proxy A (non-closing) - Red Mantis Assassin:
Story Bane Type: Monster Traits: Assassin Human Red Mantis Veteran To Defeat: Combat 10+## Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded. Proxy B (non-closing) - Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Random Danger (1d3) 1 - Red Mantis Assassin (above) 2 - Ashwing Gargoyle (above) 3 - Cinnabar:
Story Bane Type: Monster Traits: Assassin Human To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11 Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location. Scenario Level (#): 4 Turn: 9, Quinn/Mhuirich Random Cards:
Monsters Spoiler:
Unseen Sentinel
Core Monster 2 Traits: Outsider To Defeat: Combat 11 Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3. Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck. This encounter cannot be avenged. Spoiler:
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:
Faceless Stalker
Core Monster 2 Traits: Aberration To Defeat: Combat 12 Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2. Do not suffer damage from this monster as usual. Instead, bury the top card of your deck. Spoiler:
Ghoul Bat
CotCT Monster 2 Traits: Ghoul Undead To Defeat: Combat 12 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card. If undefeated, either banish an ally or suffer the scourges Dazed and Plagued. Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Barriers 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:
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:
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:
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:
Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. 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:
Vicious Scythe
CotCT Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Cleaving Battleaxe
CotCT Weapon 2 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it. Spoiler:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Spells 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:
Enchant Weapon
Core Spell 0 Traits: Arcane Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 4 When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
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:
Embiggen
CotCT Spell 2 Traits: Arcane Divine Magic Promo To Acquire: Intelligence Wisdom Arcane Divine 8 Freely display next to a local character. While displayed: * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one). * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell. Spoiler:
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. 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:
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:
Grounded Studded Leather
CotCT Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 11 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 or 2 of those cards. * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2. Spoiler:
Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Helm of the Valkyrie
Core Armor 2 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 8 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, when you suffer any damage, freely reveal to reduce it by 1. At the end of your turn, recharge to move. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Horn of Blasting
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Fortitude 7 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4. If proficient, recharge instead. Spoiler:
Plaguebringer's Mask
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Craft 11 On your combat check or your check against a Disease card, reload to add 1d8. When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead. Spoiler:
Drums of Haste
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Charisma 8 At the end of a local character's move step, display at your location. While displayed: * At the end of each turn, local characters may move, and distant characters may move here. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
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:
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. Allies Spoiler:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Spoiler:
Tayce Soldado
CotCT Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 9 OR Bury A Healing Card 0 If you are at an Urban location, on a local non-combat check, recharge to add 1d6. Discard to explore. This exploration, if you are at an Urban location, on your non-combat checks, add 1d6. 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:
Flensing Jelly
Core Ally 2 Traits: Alchemical Ooze To Acquire: Intelligence Craft 9 OR Wisdom Survival 11 On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait. Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait. DURING RECOVERY You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card. Blessings 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:
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:
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 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:
The Wind and the Waves
Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. Current Hour: The Snakebite:
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. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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: Hourglass Card 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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: Hourglass Card 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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: Hourglass Card 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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. Spoiler: Hourglass Card 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/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 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/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 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 20 Quinn/Mhuirich
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. Siege Deck M: 10 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4 Siege Deck Card 1: Cryptic Message Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Siege Deck 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. Siege Deck Card 3: 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. Siege Deck Card 4: Smoke Slayer CotCT Monster 2 Traits: Elemental To Defeat: Combat 13 Resistant to Melee. Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8. Siege Deck Card 5: 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. Siege Deck Card 6: Barghest CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Siege Deck Card 7: 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. Siege Deck Card 8: 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. Siege Deck Card 9: Guardian Door Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. Siege Deck Card 10: 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. Siege Deck Card 11: 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. Siege Deck Card 12: 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. Siege Deck Card 13: Geist CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. Siege Deck Card 14: 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. Siege Deck Card 15: 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. Siege Deck Card 16: 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. Siege Deck Card 17:
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. Location #1: Cinderlands
Cinderlands Card 1: Flaming Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands 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. Location #2: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: 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. Cliff 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. Cliff Card 4:
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. Location #3: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, None Campsite Card 1: 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. Campsite Card 2: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Campsite Card 3: Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Campsite Card 4: Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Campsite Card 5:
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. Location #4: Thicket Wild At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled. When Closing: Summon and defeat a barrier. When Permanently Closed: No effect. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0 Located/Displayed Here: None Thicket 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. Thicket Card 2: 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. Thicket Card 3: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Thicket Card 4: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you succeed at a check to defeat by 20 or more, gain 1 respect point.
Additional Rules:
Proxy A (non-closing) - Red Mantis Assassin:
Story Bane Type: Monster Traits: Assassin Human Red Mantis Veteran To Defeat: Combat 10+## Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded. Proxy B (non-closing) - Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Random Danger (1d3) 1 - Red Mantis Assassin (above) 2 - Ashwing Gargoyle (above) 3 - Cinnabar:
Story Bane Type: Monster Traits: Assassin Human To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11 Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location. Scenario Level (#): 4 Turn: 4, Kyra/Maelwys Random Cards:
Monsters 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:
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:
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:
Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Spoiler:
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:
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:
Imprisonment
Core Barrier 2 Traits: Lock Obstacle To Defeat: Dexterity Diplomacy Disable Stealth 9 If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster. If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally. Spoiler:
Invisible Wall
Core Barrier 2 Traits: Lock Magic Trigger To Defeat: Arcane Divine Perception 9 When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn. If defeated, you may explore. 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:
Secret Stockpile
Core Barrier 2 Traits: Cache Lock To Defeat: Dexterity Disable 9 OR Wisdom Perception 11 If undefeated, you may banish this barrier. If defeated, draw a new weapon and a new armor. Weapons Spoiler:
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:
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:
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:
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:
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:
Aspect of the Monkey
Core Spell 2 Traits: Divine Magic Animal To Acquire: Wisdom Divine 7 Display. While displayed: * On your Dexterity and Charisma checks, add 1d6. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead. Spoiler:
Fly
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. 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:
Embiggen
CotCT Spell 2 Traits: Arcane Divine Magic Promo To Acquire: Intelligence Wisdom Arcane Divine 8 Freely display next to a local character. While displayed: * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one). * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell. Spoiler:
Disable Mechanism
CotCT Spell 2 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a Construct, Lock, or Trap bane, banish to evade it. On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8. DURING RECOVERY
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:
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:
Grounded Studded Leather
CotCT Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 11 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 or 2 of those cards. * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2. Spoiler:
Mithral Chain Shirt
CotCT Armor 2 Traits: Light Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. 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:
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:
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. 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:
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 Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Allies Spoiler:
Bound Homunculus
Core Ally 2 Traits: Construct Magic To Acquire: Intelligence Arcane Craft 8 OR Charisma Diplomacy 10 On a local check, banish to add 1d8. Banish to explore. This exploration, on your first check, add 1d6. DURING RECOVERY
Spoiler:
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. 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:
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:
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:
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 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:
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:
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: 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: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Quinn/Mhuirich: Spoiler: Hourglass Card 2 Seelah/KeithRichmond: Hourglass Card 1 Quinn/Mhuirich
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 3 Merisiel/sirrogue: Hourglass Card 2 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 3 Merisiel/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 5 Quinn/Mhuirich: Hourglass Card 4 Kyra/Maelwys
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 6 Seelah/KeithRichmond: Hourglass Card 5 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 6 Seelah/KeithRichmond
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: Hourglass Card 8 Kyra/Maelwys: Hourglass Card 7 Merisiel/sirrogue
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: Hourglass Card 9 Quinn/Mhuirich: Hourglass Card 8 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 9 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 10 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 11 Merisiel/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 13 Quinn/Mhuirich: Hourglass Card 12 Kyra/Maelwys
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: Hourglass Card 14 Seelah/KeithRichmond: Hourglass Card 13 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 14 Seelah/KeithRichmond
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: Hourglass Card 16 Kyra/Maelwys: Hourglass Card 15 Merisiel/sirrogue
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. Spoiler: Hourglass Card 17 Quinn/Mhuirich: Hourglass Card 16 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 17 Quinn/Mhuirich
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 19 Merisiel/sirrogue: Hourglass Card 18 Seelah/KeithRichmond
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 20 Kyra/Maelwys: Hourglass Card 19 Merisiel/sirrogue
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 21 Quinn/Mhuirich: Hourglass Card 20 Kyra/Maelwys
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 22 Seelah/KeithRichmond: Hourglass Card 21 Quinn/Mhuirich
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 23 Merisiel/sirrogue: Hourglass Card 22 Seelah/KeithRichmond
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 24 Kyra/Maelwys: Hourglass Card 23 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 24 Kyra/Maelwys
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 26 Seelah/KeithRichmond: Hourglass Card 25 Quinn/Mhuirich
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 26 Seelah/KeithRichmond
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. Siege Deck M: 12 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 7 Siege Deck Card 1: Orc Rager CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Siege Deck Card 2: 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. Siege Deck Card 3: Henchman Proxy A4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Siege Deck Card 4: 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. Siege Deck Card 5: 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. Siege Deck Card 6: Cinderlander CotCT Story Bane 4 Type: Monster Traits: Human Ranger To Defeat: Combat 17 THEN Combat 17 OR Charisma Diplomacy 9 None None None Immune to Respect.
Siege Deck 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. Siege Deck Card 8: Cryptic Message Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Siege Deck 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. Siege Deck Card 10: 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. Siege Deck Card 11: Smoke Slayer CotCT Monster 2 Traits: Elemental To Defeat: Combat 13 Resistant to Melee. Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8. Siege Deck Card 12: 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. Siege Deck Card 13: Barghest CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Siege Deck Card 14: Bloodbug Swarm CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 None None None Vulnerable to Attack.
Siege Deck Card 15: 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. Siege Deck Card 16: Guardian Door Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. Siege Deck Card 17: 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. Siege Deck Card 18: 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. Siege Deck Card 19: 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. Siege Deck Card 20: Geist CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. Siege Deck Card 21: 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. Siege Deck Card 22: 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. Siege Deck Card 23: 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. Siege Deck Card 24:
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. Location #1: Cinderlands
Cinderlands Card 1: Flaming Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands 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. Location #2: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0 Located/Displayed Here: Merisiel/sirrogue, None Cliff Card 1: 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. Cliff Card 2: 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. Cliff 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. Cliff Card 4:
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. Location #3: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, None Campsite Card 1: 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. Campsite Card 2: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Campsite Card 3: Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Campsite Card 4: Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Campsite Card 5:
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. Location #4: Thicket Wild At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled. When Closing: Summon and defeat a barrier. When Permanently Closed: No effect. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0 Located/Displayed Here: None Thicket 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. Thicket Card 2: 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. Thicket Card 3: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Thicket Card 4: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you succeed at a check to defeat by 20 or more, gain 1 respect point.
Additional Rules:
Proxy A (non-closing) - Red Mantis Assassin:
Story Bane Type: Monster Traits: Assassin Human Red Mantis Veteran To Defeat: Combat 10+## Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded. Proxy B (non-closing) - Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Random Danger (1d3) 1 - Red Mantis Assassin (above) 2 - Ashwing Gargoyle (above) 3 - Cinnabar:
Story Bane Type: Monster Traits: Assassin Human To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11 Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location. Scenario Level (#): 4 Turn: 1, Quinn/Mhuirich 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:
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:
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. Spoiler:
Diseased Rats
CotCT Monster 2 Traits: Animal Swarm To Defeat: Combat 13 OR Stealth Survival 9 Vulnerable to Attack. If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location. Spoiler:
Quivering Cube
Core Monster 2 Traits: Obstacle Ooze To Defeat: Combat 12 OR Craft 9 Immune to Electricity, Mental, and Poison. If you are at an Underground location, the difficulty to defeat is increased by 4. Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled. Barriers Spoiler:
Symbol of Agony
CotCT Barrier 2 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 9 If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location. Spoiler:
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:
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:
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:
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. 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:
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:
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:
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 Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
Deathgrip
CotCT Spell 2 Traits: Arcane Attack Cold Divine Magic Undead To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
Spoiler:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
Mistform
CotCT Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a non- Incorporeal monster, banish to evade it. On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8. DURING RECOVERY
Spoiler:
Fly
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. 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. Armors Spoiler:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. 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 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:
Grounded Studded Leather
CotCT Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 11 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 or 2 of those cards. * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2. Spoiler:
Helm of the Valkyrie
Core Armor 2 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 8 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, when you suffer any damage, freely reveal to reduce it by 1. At the end of your turn, recharge to move. After playing this armor, you may not play a Helm boon this encounter. 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:
Tangleburn Bag
Core Item 2 Traits: Alchemical Attack Fire Object To Acquire: Intelligence Craft 10 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it. DURING RECOVERY If proficient, you may succeed at a Craft 12 check to recharge this card. Spoiler:
The Unveiling
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Constitution Divine Fortitude 7 OR Craft 5 Banish or shuffle into another character's deck to remove a scourge from any character. DURING RECOVERY If proficient, you may succeed at a Craft or Divine 7 check to recharge this card. 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:
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:
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:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Korvosan House Drake
CotCT Ally 2 Traits: Dragon To Acquire: Wisdom Arcane Survival 9 On a local combat check, recharge to add 1d6 and the Mental trait. Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again. 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. Blessings Spoiler:
The Joke
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler:
The 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 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:
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:
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: On your check, you may discard a card to reroll 1 die showing 1 or 2. Current Hour: Cayden Cailean's Revelry:
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. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 2 Merisiel/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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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: Hourglass Card 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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: Hourglass Card 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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: Hourglass Card 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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: Hourglass Card 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/sirrogue
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. Spoiler: Hourglass Card 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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 23 Kyra/Maelwys: Hourglass Card 22 Merisiel/sirrogue
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 24 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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 26 Merisiel/sirrogue: Hourglass Card 25 Seelah/KeithRichmond
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 27 Kyra/Maelwys: Hourglass Card 26 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 27 Kyra/Maelwys
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 29 Seelah/KeithRichmond: Hourglass Card 28 Quinn/Mhuirich
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 29 Seelah/KeithRichmond
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. Siege Deck M: 14 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9 Siege Deck Card 1: 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. Siege Deck Card 2: 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. Siege Deck Card 3: 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. Siege Deck Card 4: 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. Siege Deck Card 5: Orc Rager CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Siege Deck Card 6: 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. Siege Deck Card 7: Barghest CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Siege Deck 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. Siege Deck Card 9: 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. Siege Deck 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. Siege Deck Card 11: 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. Siege Deck Card 12: Guardian Door Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. Siege Deck Card 13: 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. Siege Deck Card 14: 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. Siege Deck Card 15: 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. Siege Deck Card 16: 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. Siege Deck Card 17: Unseen Sentinel Core Monster 2 Traits: Outsider To Defeat: Combat 11 Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3. Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck. This encounter cannot be avenged. Siege Deck Card 18: 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. Siege Deck Card 19: 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. Siege Deck Card 20: Cinderlander CotCT Story Bane 4 Type: Monster Traits: Human Ranger To Defeat: Combat 17 THEN Combat 17 OR Charisma Diplomacy 9 None None None Immune to Respect.
Siege Deck Card 21: Smoke Slayer CotCT Monster 2 Traits: Elemental To Defeat: Combat 13 Resistant to Melee. Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8. Siege Deck Card 22: Cryptic Message Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Siege Deck Card 23: 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. Siege Deck Card 24: 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. Siege Deck Card 25: 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. Siege Deck Card 26: 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. Siege Deck Card 27: Bloodbug Swarm CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 None None None Vulnerable to Attack.
Siege Deck Card 28:
Geist CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. Location #1: Cinderlands
Cinderlands Card 1: Flaming Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands 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. Location #2: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: 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. Cliff 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. Cliff Card 4:
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. Location #3: Campsite Wild At This Location: At the end of your turn, you may heal a card. When Closing: Choose 3 different types of boons, then recharge a boon of each type. When Permanently Closed: No effect. M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Quinn/Mhuirich, Merisiel/sirrogue, None Campsite Card 1: 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. Campsite Card 2: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Campsite Card 3: Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Campsite Card 4: Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Campsite Card 5:
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. Location #4: Thicket Wild At This Location: At the start of your turn, succeed at a Dexterity or Survival 4+# check or suffer the scourge Entangled. When Closing: Summon and defeat a barrier. When Permanently Closed: No effect. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 0 Located/Displayed Here: None Thicket 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. Thicket Card 2: 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. Thicket Card 3: Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Thicket Card 4: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you succeed at a check to defeat by 20 or more, gain 1 respect point.
Additional Rules:
Proxy A (non-closing) - Red Mantis Assassin:
Story Bane Type: Monster Traits: Assassin Human Red Mantis Veteran To Defeat: Combat 10+## Resistant to Attack and Fire. Before acting, succeed at a Wisdom or Perception 4+# check or the difficulty to defeat is increased by 1d6. If undefeated, suffer the scourge Wounded. Proxy B (non-closing) - Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Random Danger (1d3) 1 - Red Mantis Assassin (above) 2 - Ashwing Gargoyle (above) 3 - Cinnabar:
Story Bane Type: Monster Traits: Assassin Human To Defeat: Combat 22 THEN Combat 22 OR Diplomacy 11 Before acting, roll 1d6. Suffer that amount of Combat damage and the scourge Wounded; the difficulty to defeat is increased by the same amount. If defeated by a Diplomacy check, draw a new ally and examine the top card of each location. Scenario Level (#): 4 Turn: 0, Kyra/Maelwys 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:
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:
Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. 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:
Harpy
Core Monster 2 Traits: Harpy To Defeat: Combat 10 Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location. Barriers Spoiler:
Flask of Curses
CotCT Barrier 2 Traits: Curse Trap To Defeat: Intelligence Craft 7 OR Wisdom Perception 8 If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier. 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:
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:
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:
Captive Horror
CotCT Barrier 2 Traits: Lock Trigger To Defeat: Wisdom Disable Stealth 9 When examined, encounter this barrier. If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others. 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:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
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:
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:
Deathgrip
CotCT Spell 2 Traits: Arcane Attack Cold Divine Magic Undead To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
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:
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:
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:
Embiggen
CotCT Spell 2 Traits: Arcane Divine Magic Promo To Acquire: Intelligence Wisdom Arcane Divine 8 Freely display next to a local character. While displayed: * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one). * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell. 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:
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:
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:
Mithral Chain Shirt
CotCT Armor 2 Traits: Light Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
Tangleburn Bag
Core Item 2 Traits: Alchemical Attack Fire Object To Acquire: Intelligence Craft 10 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it. DURING RECOVERY If proficient, you may succeed at a Craft 12 check to recharge this card. Spoiler:
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:
The Unveiling
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Constitution Divine Fortitude 7 OR Craft 5 Banish or shuffle into another character's deck to remove a scourge from any character. DURING RECOVERY If proficient, you may succeed at a Craft or Divine 7 check to recharge this card. 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:
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:
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:
Pit Gladiator
CotCT Ally 2 Traits: Fighter Human To Acquire: Strength Melee 10 THEN Charisma Diplomacy 9 On a local combat check, bury to add 2d6. Discard to explore; you may first draw a weapon from your discards. Spoiler:
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:
Magistrate
CotCT Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Knowledge 9 On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8. Discard to explore. This exploration, on your checks against Human cards, add 1d6. Spoiler:
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 Courtesan
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler:
The 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:
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 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:
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. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Quinn/Mhuirich: Spoiler: Hourglass Card 2 Seelah/KeithRichmond: Hourglass Card 1 Quinn/Mhuirich
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: Hourglass Card 3 Merisiel/sirrogue: Hourglass Card 2 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 3 Merisiel/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 5 Quinn/Mhuirich: Hourglass Card 4 Kyra/Maelwys
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 6 Seelah/KeithRichmond: Hourglass Card 5 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 6 Seelah/KeithRichmond
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 8 Kyra/Maelwys: Hourglass Card 7 Merisiel/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 9 Quinn/Mhuirich: Hourglass Card 8 Kyra/Maelwys
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 10 Seelah/KeithRichmond: Hourglass Card 9 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 10 Seelah/KeithRichmond
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: Hourglass Card 12 Kyra/Maelwys: Hourglass Card 11 Merisiel/sirrogue
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: Hourglass Card 13 Quinn/Mhuirich: Hourglass Card 12 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 13 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 14 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 15 Merisiel/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 17 Quinn/Mhuirich: Hourglass Card 16 Kyra/Maelwys
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: Hourglass Card 18 Seelah/KeithRichmond: Hourglass Card 17 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 18 Seelah/KeithRichmond
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: Hourglass Card 20 Kyra/Maelwys: Hourglass Card 19 Merisiel/sirrogue
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. Spoiler: Hourglass Card 21 Quinn/Mhuirich: Hourglass Card 20 Kyra/Maelwys
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 22 Seelah/KeithRichmond: Hourglass Card 21 Quinn/Mhuirich
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 23 Merisiel/sirrogue: Hourglass Card 22 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 23 Merisiel/sirrogue
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 25 Quinn/Mhuirich: Hourglass Card 24 Kyra/Maelwys
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 26 Seelah/KeithRichmond: Hourglass Card 25 Quinn/Mhuirich
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 27 Merisiel/sirrogue: Hourglass Card 26 Seelah/KeithRichmond
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 28 Kyra/Maelwys: Hourglass Card 27 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 28 Kyra/Maelwys
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 30 Seelah/KeithRichmond: Hourglass Card 29 Quinn/Mhuirich
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 30 Seelah/KeithRichmond
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. Siege Deck M: 14 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 9 Siege Deck Card 1: 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. Siege Deck Card 2: 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. Siege Deck Card 3: 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. Siege Deck Card 4: 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. Siege Deck Card 5: Orc Rager CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Siege Deck Card 6: 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. Siege Deck Card 7: Barghest CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Siege Deck 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. Siege Deck Card 9: 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. Siege Deck 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. Siege Deck Card 11: 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. Siege Deck Card 12: Guardian Door Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. Siege Deck Card 13: 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. Siege Deck Card 14: 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. Siege Deck Card 15: 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. Siege Deck Card 16: 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. Siege Deck Card 17: Unseen Sentinel Core Monster 2 Traits: Outsider To Defeat: Combat 11 Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3. Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck. This encounter cannot be avenged. Siege Deck Card 18: 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. Siege Deck Card 19: 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. Siege Deck Card 20: Cinderlander CotCT Story Bane 4 Type: Monster Traits: Human Ranger To Defeat: Combat 17 THEN Combat 17 OR Charisma Diplomacy 9 None None None Immune to Respect.
Siege Deck Card 21: Smoke Slayer CotCT Monster 2 Traits: Elemental To Defeat: Combat 13 Resistant to Melee. Before acting, succeed at a Constitution or Fortitude 9 check or bury the top card of your deck and the difficulty to defeat is increased by 1d8. Siege Deck Card 22: Cryptic Message Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Siege Deck Card 23: 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. Siege Deck Card 24: 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. Siege Deck Card 25: 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. Siege Deck Card 26: 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. Siege Deck Card 27: Bloodbug Swarm CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 None None None Vulnerable to Attack.
Siege Deck Card 28:
Geist CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. Location #1: Cinderlands
Location #2: Cliff
Location #3: Campsite
Location #4: Thicket
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Scenario 4C: Flameford Under Fire
“Well, isn’t this quaint,” says a gray-haired man dressed in leathers and a cowstalker hat. “Korvosans and Shoanti scum making nice-nice. Boys, how ’bout we show ’em what we think of that.” Dangers: Each time you encounter the danger, randomly choose a new Assassin story bane. If you choose the Cinderlander, randomly choose a different one instead.
Quinn/Mhuirich - 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. Seelah/KeithRichmond - 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. Merisiel/sirrogue - The Forge:
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Kyra/Maelwys - 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. ![]()
Acquired Cards for Scenario 4B
The Prince of Pain (Blessing 3) Thundering Earthbreaker (Weapon 4)
Loot Returning Totem Spear:
Weapon 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. Shoanti Barbarian Hide:
Armor 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. Red War Paint:
Item 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. Lyrune-quah Truthspeaker: Ally 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. ![]()
Development
“Now you go there,” says your Boneslayer guide, pointing out the path to Sklar-Quah territory. You must enter the Clan of the Sun’s village of Flameford on your own. “You do not go there,” says a young warrior leading a band of thundercallers. “Tell me, Truthspeaker, why you harbor trespassers?” “Hold fast, Krojun Eats-What-He-Kills,” says Akram, “and hear what outlanders can do when of a respectful mind.” Akram then speaks loud and long of your great heroism. “Hrmph,” Krojun says. “My people have not followed in Skurak’s footsteps for some time. I do not trust these words. You must prove yourselves in the Trial of the Totem.” Rewards
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During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Scenario Level (#): 4 Turn: 16, Kyra/Maelwys 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:
Will-o'-wisp
Core Monster 2 Traits: Aberration Electricity To Defeat: Combat 13 Immune to Attack. All damage is Electricity damage. After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location. Spoiler:
Wood Golem
Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. Spoiler:
Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 None None None When examined, suffer 1 Ranged Combat damage.
Barriers Spoiler:
Snake Oil Seller
CotCT Barrier 2 Traits: Task To Defeat: Intelligence Craft 6 OR Wisdom 8 When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead. If undefeated, bury the top card of your deck and suffer the scourge Poisoned. 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:
Invisible Wall
Core Barrier 2 Traits: Lock Magic Trigger To Defeat: Arcane Divine Perception 9 When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn. If defeated, you may explore. 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:
Guardian Door
Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. Weapons Spoiler:
Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Vicious Scythe
CotCT Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spoiler:
Lucky Starknife
Core Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 11 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, after the roll, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spells 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:
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:
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:
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. 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:
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:
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:
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:
Drums of Haste
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Charisma 8 At the end of a local character's move step, display at your location. While displayed: * At the end of each turn, local characters may move, and distant characters may move here. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Spoiler:
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:
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. Spoiler:
Plaguebringer's Mask
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Craft 11 On your combat check or your check against a Disease card, reload to add 1d8. When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead. 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:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
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:
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:
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. Blessings 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:
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 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 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:
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: Before acting against a story bane monster, draw 1 card then discard 1 card. Current Hour: Achaekek's Claws:
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. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Quinn/Mhuirich: Spoiler: Hourglass Card 2 Seelah/KeithRichmond: Hourglass Card 1 Quinn/Mhuirich
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: Hourglass Card 3 Merisiel/sirrogue: Hourglass Card 2 Seelah/KeithRichmond
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 4 Kyra/Maelwys: Hourglass Card 3 Merisiel/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. Spoiler: Hourglass Card 5 Quinn/Mhuirich: Hourglass Card 4 Kyra/Maelwys
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: Hourglass Card 6 Seelah/KeithRichmond: Hourglass Card 5 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 6 Seelah/KeithRichmond
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 8 Kyra/Maelwys: Hourglass Card 7 Merisiel/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 9 Quinn/Mhuirich: Hourglass Card 8 Kyra/Maelwys
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: Hourglass Card 10 Seelah/KeithRichmond: Hourglass Card 9 Quinn/Mhuirich
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 11 Merisiel/sirrogue: Hourglass Card 10 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 11 Merisiel/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 13 Quinn/Mhuirich: Hourglass Card 12 Kyra/Maelwys
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 Seelah/KeithRichmond: Hourglass Card 13 Quinn/Mhuirich
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: Hourglass Card 14 Seelah/KeithRichmond
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Location #0: Base
Base Card 1: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 4: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 9: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 10:
Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Location #1: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Cinderlands Card 1: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Cinderlands Card 2: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cinderlands Card 3: 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. Cinderlands Card 4: 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. Cinderlands Card 5: Cindermaw
CotCT Story Bane 4 Type: Monster Traits: Animal Fire To Defeat: Combat 27 OR Strength Acrobatics Survival 12 Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded. Cinderlands Card 6: 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. Cinderlands Card 7: Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. ![]()
Merisiel's Thunderstorm: 1d4 ⇒ 4 - No damage During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Scenario Level (#): 4 Turn: 12, Kyra/Maelwys Random Cards:
Monsters Spoiler:
Cytillipede
CotCT Monster 4 Traits: Vermin To Defeat: Combat 16 Before acting, each local character must succeed at a Constitution, Wisdom, or Fortitude 7 check or they cannot play weapons and spells this encounter. If undefeated, a random local character summons and encounters this monster. Spoiler:
Geist
CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. Spoiler:
Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Spoiler:
Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Faceless Stalker
Core Monster 2 Traits: Aberration To Defeat: Combat 12 Before acting, succeed at a Wisdom 7 check or the difficulty to defeat is increased by 2. Do not suffer damage from this monster as usual. Instead, bury the top card of your deck. Barriers Spoiler:
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. 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:
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:
Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Spoiler:
Guardian Door
Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. 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:
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:
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:
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:
Frost Longspear
CotCT Weapon 2 Traits: 2-Handed Cold Magic Melee Piercing Spear To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
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:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
Enervation
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 6 On any combat check, freely banish to decrease the difficulty by 2d4. DURING RECOVERY
Spoiler:
Full Pouch
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display. While displayed: * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead. * At the end of your turn, banish. DURING RECOVERY
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
Armors Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Spoiler:
Grounded Studded Leather
CotCT Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 11 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 or 2 of those cards. * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2. Spoiler:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Sable Company Hide
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 11 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival. Spoiler:
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:
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:
Twitch Tonic
CotCT Item 2 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 10 Discard to explore. Banish to heal a local character 1d4+1 allies. 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
Spoiler:
Ring of Protection
Core Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 9 When you suffer any damage, freely reveal to reduce it by 1. When you suffer any damage, recharge to reduce it by 3. Spoiler:
Banner of the Ancient Kings
Core Item 2 Traits: Magic Object To Acquire: Charisma Diplomacy Fortitude Melee 10 Display. While displayed: * On all combat checks, add 1. If any character fails a combat check, bury this item. * Bury to remove a total of up to 1d4 scourges from any number of characters. If proficient with armors, when you would bury this item for its power, you may discard it instead. 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:
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:
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:
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. 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. Blessings Spoiler:
The Theater
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler:
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:
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:
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 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. Hour Power: On your check, you may discard an armor or the top card of your deck to add 1d6. Current Hour: Lady of Valor:
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. Hours Remaining: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Quinn/Mhuirich: Spoiler: Hourglass Card 2 Seelah/KeithRichmond: Hourglass Card 1 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 2 Seelah/KeithRichmond
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: Hourglass Card 4 Kyra/Maelwys: Hourglass Card 3 Merisiel/sirrogue
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 5 Quinn/Mhuirich: Hourglass Card 4 Kyra/Maelwys
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. Spoiler: Hourglass Card 6 Seelah/KeithRichmond: Hourglass Card 5 Quinn/Mhuirich
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: Hourglass Card 7 Merisiel/sirrogue: Hourglass Card 6 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 7 Merisiel/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. Spoiler: Hourglass Card 9 Quinn/Mhuirich: Hourglass Card 8 Kyra/Maelwys
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: Hourglass Card 10 Seelah/KeithRichmond: Hourglass Card 9 Quinn/Mhuirich
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 11 Merisiel/sirrogue: Hourglass Card 10 Seelah/KeithRichmond
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 12 Kyra/Maelwys: Hourglass Card 11 Merisiel/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 13 Quinn/Mhuirich: Hourglass Card 12 Kyra/Maelwys
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: Hourglass Card 14 Seelah/KeithRichmond: Hourglass Card 13 Quinn/Mhuirich
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 15 Merisiel/sirrogue: Hourglass Card 14 Seelah/KeithRichmond
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 16 Kyra/Maelwys: Hourglass Card 15 Merisiel/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 17 Quinn/Mhuirich: Hourglass Card 16 Kyra/Maelwys
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 18 Seelah/KeithRichmond: Hourglass Card 17 Quinn/Mhuirich
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: Hourglass Card 18 Seelah/KeithRichmond
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Location #0: Base
Base Card 1: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 4: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 9: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 10:
Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Location #1: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Thunderstorm:
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Cinderlands Card 1: 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. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands Card 4: Cindermaw
CotCT Story Bane 4 Type: Monster Traits: Animal Fire To Defeat: Combat 27 OR Strength Acrobatics Survival 12 Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded. Cinderlands Card 5: Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Cinderlands Card 6: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cinderlands Card 7: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Cinderlands Card 8: 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. Cinderlands Card 9: 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. Cinderlands 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. Cinderlands 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. Cinderlands Card 12: 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. ![]()
Quinn's Thunderstorm: 1d4 ⇒ 3 - No damage
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Scenario Level (#): 4 Turn: 11, Merisiel/sirrogue Random Cards:
Monsters Spoiler:
Harpy
Core Monster 2 Traits: Harpy To Defeat: Combat 10 Before acting, each character attempts a Wisdom 6 check; characters who fail may not play weapons or spells during this encounter and they move to this location. Spoiler:
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:
Brain Ooze
Core Monster 2 Traits: Mental Ooze To Defeat: Combat 12 Immune to Mental or Poison. All damage is Mental damage that may not be reduced. If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead. Spoiler:
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:
Infantry Devil
CotCT Monster 2 Traits: Devil Outsider To Defeat: Combat 14 OR Arcane 9 Immune to Fire and Poison. Resistant to Acid, Attack, and Cold. If undefeated, suffer the scourge Plagued. Barriers Spoiler:
Wall of Lightning
Core Barrier 3 Traits: Construct Electricity Elemental Obstacle To Defeat: Dexterity Constitution Acrobatics Fortitude 10 After acting, suffer 1d4+1 Electricity damage. If undefeated, reload this barrier into its location. 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:
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:
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:
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. Weapons Spoiler:
Lucky Starknife
Core Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 11 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, after the roll, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
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:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Spoiler:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
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. Spells 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:
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:
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:
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:
Twisted Space
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 When a character encounters a monster, banish to let them evade it; a local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Armors Spoiler:
Shield of Resistance
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2. On your Melee combat check, freely recharge to reroll a d4, d6, or d8. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
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:
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:
Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Spoiler:
Magic Mithral Chain Mail
CotCT Armor 2 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
Drums of Haste
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Charisma 8 At the end of a local character's move step, display at your location. While displayed: * At the end of each turn, local characters may move, and distant characters may move here. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
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:
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:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
White War Paint
CotCT Item 2 Traits: Liquid Paint To Acquire: Melee Divine 5 Display. While displayed: * On your checks against Undead banes, add 1d8. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Spoiler:
Flensing Jelly
Core Ally 2 Traits: Alchemical Ooze To Acquire: Intelligence Craft 9 OR Wisdom Survival 11 On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait. Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait. DURING RECOVERY You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card. 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:
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:
Riding Allosaurus
Core Ally 2 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 14 Recharge to move. You may not use this power during an encounter. On a local combat check, recharge to add 1d6. Discard to explore. This exploration, on your first combat check, add 1d6. Blessings Spoiler:
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:
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:
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:
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 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. Hour Power: When you encounter a monster, you may evade it. Current Hour: The Eternal Rose:
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. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Maelwys: Spoiler: Hourglass Card 2 Quinn/Mhuirich: Hourglass Card 1 Kyra/Maelwys
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 3 Seelah/KeithRichmond: Hourglass Card 2 Quinn/Mhuirich
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 4 Merisiel/sirrogue: Hourglass Card 3 Seelah/KeithRichmond
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: Hourglass Card 5 Kyra/Maelwys: Hourglass Card 4 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 5 Kyra/Maelwys
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. Spoiler: Hourglass Card 7 Seelah/KeithRichmond: Hourglass Card 6 Quinn/Mhuirich
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: Hourglass Card 8 Merisiel/sirrogue: Hourglass Card 7 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 8 Merisiel/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. Spoiler: Hourglass Card 10 Quinn/Mhuirich: Hourglass Card 9 Kyra/Maelwys
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: Hourglass Card 11 Seelah/KeithRichmond: Hourglass Card 10 Quinn/Mhuirich
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 12 Merisiel/sirrogue: Hourglass Card 11 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 12 Merisiel/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 14 Quinn/Mhuirich: Hourglass Card 13 Kyra/Maelwys
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: Hourglass Card 15 Seelah/KeithRichmond: Hourglass Card 14 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 15 Seelah/KeithRichmond
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 17 Kyra/Maelwys: Hourglass Card 16 Merisiel/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 Quinn/Mhuirich: Hourglass Card 17 Kyra/Maelwys
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 19 Seelah/KeithRichmond: Hourglass Card 18 Quinn/Mhuirich
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: Hourglass Card 19 Seelah/KeithRichmond
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Location #0: Base
Base Card 1: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 4: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 9: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 10:
Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Location #1: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Thunderstorm:
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Cinderlands Card 1: Cindermaw
CotCT Story Bane 4 Type: Monster Traits: Animal Fire To Defeat: Combat 27 OR Strength Acrobatics Survival 12 Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded. Cinderlands Card 2: 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. Cinderlands Card 3: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Cinderlands Card 4: 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. Cinderlands Card 5: 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. Cinderlands Card 6: 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. Cinderlands 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. Cinderlands Card 8: 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. Cinderlands Card 9: 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. Cinderlands Card 10: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cinderlands Card 11: 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. Cinderlands Card 12: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Scenario Level (#): 4 Turn: 9, Quinn/Mhuirich Random Cards:
Monsters 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:
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:
Minotaur
Core Monster 2 Traits: Minotaur To Defeat: Combat 15 OR Fortitude 8 If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage. 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:
Ghoul Bat
CotCT Monster 2 Traits: Ghoul Undead To Defeat: Combat 12 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card. If undefeated, either banish an ally or suffer the scourges Dazed and Plagued. 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:
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:
Wall of Lightning
Core Barrier 3 Traits: Construct Electricity Elemental Obstacle To Defeat: Dexterity Constitution Acrobatics Fortitude 10 After acting, suffer 1d4+1 Electricity damage. If undefeated, reload this barrier into its location. Spoiler:
Captive Horror
CotCT Barrier 2 Traits: Lock Trigger To Defeat: Wisdom Disable Stealth 9 When examined, encounter this barrier. If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others. Spoiler:
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. Weapons Spoiler:
Cleaving Battleaxe
CotCT Weapon 2 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it. Spoiler:
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:
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:
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spoiler:
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:
Embiggen
CotCT Spell 2 Traits: Arcane Divine Magic Promo To Acquire: Intelligence Wisdom Arcane Divine 8 Freely display next to a local character. While displayed: * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one). * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell. Spoiler:
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:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
Fly
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. 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:
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:
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:
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. 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:
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:
Banner of the Ancient Kings
Core Item 2 Traits: Magic Object To Acquire: Charisma Diplomacy Fortitude Melee 10 Display. While displayed: * On all combat checks, add 1. If any character fails a combat check, bury this item. * Bury to remove a total of up to 1d4 scourges from any number of characters. If proficient with armors, when you would bury this item for its power, you may discard it instead. Spoiler:
Circlet of Mental Acuity
Core Item 2 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 11 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1. Spoiler:
White War Paint
CotCT Item 2 Traits: Liquid Paint To Acquire: Melee Divine 5 Display. While displayed: * On your checks against Undead banes, add 1d8. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Allies Spoiler:
Magistrate
CotCT Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Knowledge 9 On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8. Discard to explore. This exploration, on your checks against Human cards, add 1d6. Spoiler:
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:
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. 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:
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 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:
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: WisdomDivinePerception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then 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: WisdomDivinePerception 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:
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. 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: 21 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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: Hourglass Card 7 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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. Spoiler: Hourglass Card 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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: Hourglass Card 10 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/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. Spoiler: Hourglass Card 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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: Hourglass Card 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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: Hourglass Card 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 19 Kyra/Maelwys: Hourglass Card 18 Merisiel/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 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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: Hourglass Card 21 Seelah/KeithRichmond
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Location #0: Base
Base Card 1: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 4: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 9: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 10:
Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Location #1: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 3 Ba: 4 W: 2 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Thunderstorm:
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Cinderlands Card 1: 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. Cinderlands Card 2: Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Cinderlands Card 3: Cindermaw
CotCT Story Bane 4 Type: Monster Traits: Animal Fire To Defeat: Combat 27 OR Strength Acrobatics Survival 12 Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded. Cinderlands Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cinderlands Card 5: 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. Cinderlands Card 6: 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. Cinderlands Card 7: 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. Cinderlands 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. Cinderlands Card 9: 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. Cinderlands Card 10: 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. Cinderlands Card 11: 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. Cinderlands Card 12: 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. Cinderlands Card 13: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Cinderlands Card 14: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Scenario Level (#): 4 Turn: 5, Quinn/Mhuirich Random Cards:
Monsters Spoiler:
Geist
CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. 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:
Quivering Cube
Core Monster 2 Traits: Obstacle Ooze To Defeat: Combat 12 OR Craft 9 Immune to Electricity, Mental, and Poison. If you are at an Underground location, the difficulty to defeat is increased by 4. Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled. 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:
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:
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:
Snake Oil Seller
CotCT Barrier 2 Traits: Task To Defeat: Intelligence Craft 6 OR Wisdom 8 When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead. If undefeated, bury the top card of your deck and suffer the scourge Poisoned. 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:
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:
Haunt
Core Barrier 2 Traits: Task Trigger Undead Veteran To Defeat: Charisma Diplomacy 8+# OR Divine 6+# When examined, suffer the scourge Frightened. Cannot be evaded. If undefeated, suffer the scourge Drained. Weapons Spoiler:
Lucky Starknife
Core Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 11 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, after the roll, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
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:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spells Spoiler:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
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:
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:
Full Pouch
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display. While displayed: * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead. * At the end of your turn, banish. DURING RECOVERY
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. Armors Spoiler:
Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Grounded Studded Leather
CotCT Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 11 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 or 2 of those cards. * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2. Spoiler:
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 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:
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:
Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Spoiler:
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:
Ring of Evasion
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Arcane Craft 9 When you encounter a bane, recharge to evade it. When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1. 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:
Banner of the Ancient Kings
Core Item 2 Traits: Magic Object To Acquire: Charisma Diplomacy Fortitude Melee 10 Display. While displayed: * On all combat checks, add 1. If any character fails a combat check, bury this item. * Bury to remove a total of up to 1d4 scourges from any number of characters. If proficient with armors, when you would bury this item for its power, you may discard it instead. Allies Spoiler:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
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:
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:
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. Blessings 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 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 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:
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:
The Courtesan
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. 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: 25 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/sirrogue
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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
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 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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: Hourglass Card 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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. Spoiler: Hourglass Card 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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: Hourglass Card 14 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/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. Spoiler: Hourglass Card 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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: Hourglass Card 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 18 Merisiel/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 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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: Hourglass Card 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 22 Merisiel/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 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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 25 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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: Hourglass Card 25 Seelah/KeithRichmond
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Location #0: Base
Base Card 1: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 4: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 9: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 10:
Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Location #1: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 7 Ba: 5 W: 5 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Top two cards can be encountered in reverse order if desired. Cinderlands Card 1: 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. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands Card 4: 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. Cinderlands Card 5: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Cinderlands Card 6: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Cinderlands Card 7: 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. Cinderlands Card 8: 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. Cinderlands Card 9: Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. Cinderlands Card 10: 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. Cinderlands Card 11: Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Cinderlands Card 12: Cindermaw
CotCT Story Bane 4 Type: Monster Traits: Animal Fire To Defeat: Combat 27 OR Strength Acrobatics Survival 12 Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded. Cinderlands Card 13: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cinderlands Card 14: 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. Cinderlands Card 15: 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. Cinderlands Card 16: 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. Cinderlands Card 17: 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. Cinderlands Card 18: 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. Cinderlands Card 19: 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. Cinderlands Card 20: 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. Cinderlands Card 21: 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. Cinderlands Card 22: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Cinderlands Card 23: 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. ![]()
During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Scenario Level (#): 4 Turn: 2, Seelah/KeithRichmond Random Cards:
Monsters Spoiler:
Minotaur
Core Monster 2 Traits: Minotaur To Defeat: Combat 15 OR Fortitude 8 If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage. 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. Spoiler:
Vampire Spawn
CotCT Monster 2 Traits: Undead Vampire To Defeat: Combat 15 Immune to Mental and Poison. If undefeated, bury a random card from your discards. Spoiler:
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:
Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Barriers Spoiler:
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:
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:
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. 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:
Snake Oil Seller
CotCT Barrier 2 Traits: Task To Defeat: Intelligence Craft 6 OR Wisdom 8 When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead. If undefeated, bury the top card of your deck and suffer the scourge Poisoned. Weapons Spoiler:
Lucky Starknife
Core Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 11 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, after the roll, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Shock 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:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Vicious Scythe
CotCT Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's 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. Spells Spoiler:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
Full Pouch
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display. While displayed: * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead. * At the end of your turn, banish. DURING RECOVERY
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:
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:
Enlarge
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display next to a local character. While displayed: * This character's Strength and Constitution dice are each d12. * At the end of the turn, banish. DURING RECOVERY
Armors Spoiler:
Helm of the Valkyrie
Core Armor 2 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 8 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, when you suffer any damage, freely reveal to reduce it by 1. At the end of your turn, recharge to move. After playing this armor, you may not play a Helm boon this encounter. 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:
Magic Mithral Chain Mail
CotCT Armor 2 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
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:
Brute Force Shield
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Horn of Blasting
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Fortitude 7 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4. If proficient, recharge instead. 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:
Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Spoiler:
Elixir of Focus
Core Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 8 On a local non-combat check, banish to add the character's Intelligence or Craft skill. DURING RECOVERY If proficient, you may succeed at a Craft 10 check to recharge this card. Spoiler:
Banner of the Ancient Kings
Core Item 2 Traits: Magic Object To Acquire: Charisma Diplomacy Fortitude Melee 10 Display. While displayed: * On all combat checks, add 1. If any character fails a combat check, bury this item. * Bury to remove a total of up to 1d4 scourges from any number of characters. If proficient with armors, when you would bury this item for its power, you may discard it instead. Allies Spoiler:
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. Spoiler:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
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:
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:
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. Blessings 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 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:
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:
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 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. 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: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/sirrogue: Spoiler: Hourglass Card 2 Kyra/Maelwys: Hourglass Card 1 Merisiel/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 3 Quinn/Mhuirich: Hourglass Card 2 Kyra/Maelwys
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 4 Seelah/KeithRichmond: Hourglass Card 3 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 4 Seelah/KeithRichmond
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 6 Kyra/Maelwys: Hourglass Card 5 Merisiel/sirrogue
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 7 Quinn/Mhuirich: Hourglass Card 6 Kyra/Maelwys
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 8 Seelah/KeithRichmond: Hourglass Card 7 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 8 Seelah/KeithRichmond
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 10 Kyra/Maelwys: Hourglass Card 9 Merisiel/sirrogue
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 11 Quinn/Mhuirich: Hourglass Card 10 Kyra/Maelwys
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 12 Seelah/KeithRichmond: Hourglass Card 11 Quinn/Mhuirich
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 13 Merisiel/sirrogue: Hourglass Card 12 Seelah/KeithRichmond
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: Hourglass Card 14 Kyra/Maelwys: Hourglass Card 13 Merisiel/sirrogue
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 15 Quinn/Mhuirich: Hourglass Card 14 Kyra/Maelwys
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. Spoiler: Hourglass Card 16 Seelah/KeithRichmond: Hourglass Card 15 Quinn/Mhuirich
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: Hourglass Card 17 Merisiel/sirrogue: Hourglass Card 16 Seelah/KeithRichmond
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 18 Kyra/Maelwys: Hourglass Card 17 Merisiel/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. Spoiler: Hourglass Card 19 Quinn/Mhuirich: Hourglass Card 18 Kyra/Maelwys
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: Hourglass Card 20 Seelah/KeithRichmond: Hourglass Card 19 Quinn/Mhuirich
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 21 Merisiel/sirrogue: Hourglass Card 20 Seelah/KeithRichmond
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 22 Kyra/Maelwys: Hourglass Card 21 Merisiel/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 23 Quinn/Mhuirich: Hourglass Card 22 Kyra/Maelwys
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: Hourglass Card 24 Seelah/KeithRichmond: Hourglass Card 23 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 24 Seelah/KeithRichmond
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 26 Kyra/Maelwys: Hourglass Card 25 Merisiel/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 27 Quinn/Mhuirich: Hourglass Card 26 Kyra/Maelwys
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 28 Seelah/KeithRichmond: Hourglass Card 27 Quinn/Mhuirich
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: Hourglass Card 28 Seelah/KeithRichmond
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Location #0: Base
Base Card 1: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 4: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 9: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 10:
Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Location #1: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 11 Ba: 5 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, Top two cards can be encountered in reverse order if desired. Cinderlands Card 1 (Ghoul Bat): Ghoul Bat
CotCT Monster 2 Traits: Ghoul Undead To Defeat: Combat 12 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card. If undefeated, either banish an ally or suffer the scourges Dazed and Plagued. Cinderlands Card 2 (Pixie Gang): Pixie Gang
Core Monster 2 Traits: Fey Swarm To Defeat: Combat 13 OR Dexterity Acrobatics 10 On the check to defeat, add the number of other local characters. If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character. Cinderlands Card 3: Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Cinderlands 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. Cinderlands Card 5: 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. Cinderlands Card 6: 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. Cinderlands Card 7: Cindermaw
CotCT Story Bane 4 Type: Monster Traits: Animal Fire To Defeat: Combat 27 OR Strength Acrobatics Survival 12 Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded. Cinderlands 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. Cinderlands Card 9: Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. Cinderlands Card 10: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Cinderlands Card 11: 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. Cinderlands Card 12: 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. Cinderlands Card 13: 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. Cinderlands Card 14: 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. Cinderlands Card 15: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Cinderlands Card 16: 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. Cinderlands Card 17: 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. Cinderlands Card 18: 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. Cinderlands Card 19: 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. Cinderlands Card 20: 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. Cinderlands Card 21: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cinderlands Card 22: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Cinderlands Card 23: 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. Cinderlands Card 24: 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. Cinderlands Card 25: 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. Cinderlands Card 26: 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. Cinderlands Card 27: 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. Cinderlands Card 28: Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Cinderlands Card 29: 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. ![]()
Harrowing:
Quinn/Mhuirich - 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. Seelah/KeithRichmond - The Keep:
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you would discard or bury an armor you play, you may recharge it instead. To Acquire: Strength Fortitude 4+# On any check, discard to bless. On any check against a barrier or to close, discard to bless twice. Bury to explore. This exploration, you cannot suffer damage or scourges. Merisiel/sirrogue - 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. Kyra/Maelwys - 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. During This Adventure: Perform a harrowing at the start of each scenario instead of each adventure. At the end of each scenario, return your harrow to the vault. At the start of each scenario, after drawing your starting hand, add your harrow to it.
During This Scenario: When you move to or from the Base without playing a boon to move, bury a boon.
Scenario Level (#): 4 Turn: 1, Quinn/Mhuirich Random Cards:
Monsters 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:
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:
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:
Barghest
CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Spoiler:
Minotaur
Core Monster 2 Traits: Minotaur To Defeat: Combat 15 OR Fortitude 8 If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage. Barriers 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:
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:
Sick Child
CotCT Barrier 2 Traits: Task To Defeat: Constitution Fortitude 10 OR Charisma Diplomacy 12 On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon. If undefeated, summon and encounter the story bane Blood Veil. 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:
Snake Oil Seller
CotCT Barrier 2 Traits: Task To Defeat: Intelligence Craft 6 OR Wisdom 8 When you would encounter this barrier, a local character that has the smallest Wisdom die encounters it instead. If undefeated, bury the top card of your deck and suffer the scourge Poisoned. Weapons 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:
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spoiler:
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:
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:
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:
Embiggen
CotCT Spell 2 Traits: Arcane Divine Magic Promo To Acquire: Intelligence Wisdom Arcane Divine 8 Freely display next to a local character. While displayed: * Exchange all of that character's dice for dice of these sizes: d4?d8, d6?d10, d8?d12, d10?d12, d12?d20 (if you have one). * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell. Spoiler:
Lightning Bolt
Core Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. 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:
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:
Brute Force Shield
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Grounded Studded Leather
CotCT Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 11 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 or 2 of those cards. * When you suffer Cold, Combat, or Electricity damage, you may recharge to reduce it by 2. Spoiler:
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:
Mithral Chain Shirt
CotCT Armor 2 Traits: Light Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Mithral Chain Mail
CotCT Armor 2 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
The Unveiling
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Constitution Divine Fortitude 7 OR Craft 5 Banish or shuffle into another character's deck to remove a scourge from any character. DURING RECOVERY If proficient, you may succeed at a Craft or Divine 7 check to recharge this card. Spoiler:
Circlet of Mental Acuity
Core Item 2 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 11 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1. Spoiler:
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:
Tangleburn Bag
Core Item 2 Traits: Alchemical Attack Fire Object To Acquire: Intelligence Craft 10 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it. DURING RECOVERY If proficient, you may succeed at a Craft 12 check to recharge this card. Spoiler:
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:
Bound Homunculus
Core Ally 2 Traits: Construct Magic To Acquire: IntelligenceArcaneCraft 8 OR CharismaDiplomacy 10 On a local check, banish to add 1d8. Banish to explore. This exploration, on your first check, add 1d6. DURING RECOVERY
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:
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. Spoiler:
Magistrate
CotCT Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Knowledge 9 On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8. Discard to explore. This exploration, on your checks against Human cards, add 1d6. Spoiler:
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:
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:
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. Spoiler:
The Joke
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler:
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 Wanderer
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Hour Power: When at least 3 types of boon are played on any check, a character may draw a card. Current Hour: The Dance:
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. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/KeithRichmond: Spoiler: Hourglass Card 2 Merisiel/sirrogue: Hourglass Card 1 Seelah/KeithRichmond
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 3 Kyra/Maelwys: Hourglass Card 2 Merisiel/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 4 Quinn/Mhuirich: Hourglass Card 3 Kyra/Maelwys
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 5 Seelah/KeithRichmond: Hourglass Card 4 Quinn/Mhuirich
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 6 Merisiel/sirrogue: Hourglass Card 5 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 6 Merisiel/sirrogue
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 8 Quinn/Mhuirich: Hourglass Card 7 Kyra/Maelwys
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 9 Seelah/KeithRichmond: Hourglass Card 8 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 9 Seelah/KeithRichmond
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 11 Kyra/Maelwys: Hourglass Card 10 Merisiel/sirrogue
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 12 Quinn/Mhuirich: Hourglass Card 11 Kyra/Maelwys
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 13 Seelah/KeithRichmond: Hourglass Card 12 Quinn/Mhuirich
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 Merisiel/sirrogue: Hourglass Card 13 Seelah/KeithRichmond
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: Hourglass Card 15 Kyra/Maelwys: Hourglass Card 14 Merisiel/sirrogue
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 16 Quinn/Mhuirich: Hourglass Card 15 Kyra/Maelwys
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. Spoiler: Hourglass Card 17 Seelah/KeithRichmond: Hourglass Card 16 Quinn/Mhuirich
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: Hourglass Card 18 Merisiel/sirrogue: Hourglass Card 17 Seelah/KeithRichmond
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 Kyra/Maelwys: Hourglass Card 18 Merisiel/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. Spoiler: Hourglass Card 20 Quinn/Mhuirich: Hourglass Card 19 Kyra/Maelwys
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: Hourglass Card 21 Seelah/KeithRichmond: Hourglass Card 20 Quinn/Mhuirich
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 22 Merisiel/sirrogue: Hourglass Card 21 Seelah/KeithRichmond
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/Maelwys: Hourglass Card 22 Merisiel/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 24 Quinn/Mhuirich: Hourglass Card 23 Kyra/Maelwys
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: Hourglass Card 25 Seelah/KeithRichmond: Hourglass Card 24 Quinn/Mhuirich
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 26 Merisiel/sirrogue: Hourglass Card 25 Seelah/KeithRichmond
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 27 Kyra/Maelwys: Hourglass Card 26 Merisiel/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 28 Quinn/Mhuirich: Hourglass Card 27 Kyra/Maelwys
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 29 Seelah/KeithRichmond: Hourglass Card 28 Quinn/Mhuirich
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: Hourglass Card 29 Seelah/KeithRichmond
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Location #0: Base
Base Card 1: Truthspeaker Akram
CotCT Supporter 4 Traits: Human Skald Display. While displayed: * You may bury to examine all cards in a location, then shuffle the location. * ? On any non-combat check or any check on which you played a Respect card, you may bury to reroll. Base Card 2: Cressida Kroft
CotCT Supporter 0 Traits: Human Soldier Display. While displayed: * You may bury to draw a new weapon or armor. * ? You may bury to draw a new Attack spell or Healing spell. It breaks my heart to see Korvosa tear itself apart. Heroes of your caliber are exactly what we need now. Base Card 3: Laori Vaus
CotCT Supporter 3 Traits: Cleric Elf Display. While displayed: * After you discard cards as damage, you may draw a card. * ? When you would fail your combat check, you may bury to add 1d8. Base Card 4: Thousand Bones
CotCT Supporter 1 Traits: Human Shaman Display. While displayed: * You may bury to heal a character 1d4+1 cards. * ? You may bury and spend 1 hero point to let a dead character return from death; they heal 10 cards from their bury pile and reset. Base Card 5: Trinia Sabor
CotCT Supporter 1 Traits: Bard Human Veteran Display. While displayed: * On any non-combat check, you may bury to add 1d4+#. * ? You may bury to heal a character a card and/or remove a scourge from them. Base Card 6: Amin Jalento
CotCT Supporter 1 Traits: Aristocrat Human Display. While displayed: * On any check to acquire, you may bury to add 1d6. * ? You may bury to draw 2 new items, then banish 1 of them. Base Card 7: Vencarlo Orisini
CotCT Supporter 1 Traits: Expert Human Display. While displayed: * On any combat check, after the roll, you may bury to add 1d6. * ? On any combat check, you may bury to reroll. Base Card 8: Keppira D'bear
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * On all checks against Undead banes, add 1d4. * ? You may bury and spend 1 hero point to heal each character 1d4+1 cards and/or remove a scourge from them. Base Card 9: Neolandus Kalepopolis
CotCT Supporter 3 Traits: Aristocrat Human Display. While displayed: * You may bury to draw a new ally that lists Diplomacy in its check to acquire. * ? On your check against a story bane, you may bury an ally to add 1d6. Base Card 10:
Ishani Dhatri
CotCT Supporter 2 Traits: Cleric Human Display. While displayed: * You may bury to heal each local character a card. * You may bury to remove a scourge from each local character. * ? You may bury to draw a new blessing. Location #1: Cinderlands Sacred Wild At This Location: On your check against a monster or a Respect card, if the result is less than your party's respect points, you may discard a card to reroll. When Closing: Succeed at a Constitution, Fortitude, or Survival 4+# check. When Permanently Closed: Examine the top card of any location. M: 11 Ba: 6 W: 5 Sp: 0 Ar: 0 I: 0 Al: 6 Bl: 1 ?: 1 Located/Displayed Here: Quinn/Mhuirich, Seelah/KeithRichmond, Merisiel/sirrogue, Kyra/Maelwys, None Cinderlands Card 1: 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. Cinderlands Card 2: 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. Cinderlands Card 3: 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. Cinderlands Card 4: Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Cinderlands Card 5: 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. Cinderlands Card 6: 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. Cinderlands Card 7: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Cinderlands Card 8: 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. Cinderlands Card 9: 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. Cinderlands Card 10: 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. Cinderlands Card 11: 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. Cinderlands Card 12: 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. Cinderlands Card 13: 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. Cinderlands Card 14: Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Cinderlands Card 15: 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. Cinderlands Card 16: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Cinderlands Card 17: 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. Cinderlands Card 18: Flask of Curses
CotCT Barrier 2 Traits: Curse Trap To Defeat: Intelligence Craft 7 OR Wisdom Perception 8 If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier. Cinderlands Card 19: 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. Cinderlands Card 20: 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. Cinderlands Card 21: 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. Cinderlands Card 22: Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Cinderlands Card 23: Ghoul Bat
CotCT Monster 2 Traits: Ghoul Undead To Defeat: Combat 12 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 8 check or discard a random card. If undefeated, either banish an ally or suffer the scourges Dazed and Plagued. Cinderlands Card 24: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Cinderlands Card 25: Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. Cinderlands Card 26: Pixie Gang
Core Monster 2 Traits: Fey Swarm To Defeat: Combat 13 OR Dexterity Acrobatics 10 On the check to defeat, add the number of other local characters. If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character. Cinderlands Card 27: 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. Cinderlands Card 28: Cindermaw
CotCT Story Bane 4 Type: Monster Traits: Animal Fire To Defeat: Combat 27 OR Strength Acrobatics Survival 12 Immune to Fire. Vulnerable to Cold. Before acting, each local character must succeed at a Dexterity or Acrobatics 9 check or suffer 1d4 Fire damage. If undefeated, suffer the scourge Wounded. Cinderlands Card 29: 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. Cinderlands Card 30: 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. ![]()
Scenario 4B: The Belly of the Beast “I am here to witness, and to tell of what I see,” says Truthspeaker Akram. This is why you brought him here, to the bleakest part of the Cinderlands. Over the sound of the earth rumbling, the elder Thousand Bones speaks the legend aloud. “Long ago, the Sklar-Quah warrior Skurak slew his brother. Although Skurak claimed the death was a hunting accident, the Sun Shaman declared him an outlander. Before Skurak was cast out, he swore he would be born again and return to his tribe. He went to the killing grounds of great Cindermaw the Clan-Eater armed with only a dagger. Without fear, he dove into the beast’s mouth and cut his way out. He returned to the clan and declared he had been reborn, leaving his misdeeds in the cleansing fire of Cindermaw’s belly. The Sun Shaman accepted this and Skurak’s time as an outlander was spoken of no more.” From the hilltop, you look down on the blasted valley below. The ground rumbles, and a deer skitters for cover. It is of no use. The ground erupts in fire, and a giant blazing worm swallows the creature whole. “You cannot kill Cindermaw,” says Thousand Bones. “For what is the worth of a foe if he may be vanquished? Instead, you must do as Skurak did: enter the mouth of the fire worm and cut your way out. Then you will have the respect of the Skoan-Quah, and their safe passage to the lands of the Sun People.” Cindermaw retreats into the soil and the tremors cease. Except for a large swath of burnt earth, the valley is peaceful again. “Careful how you run,” Thousand Bones advises. “If you make too much noise, you will draw out Cindermaw and be bathed in fire. That is not how you become a legend. Time your strides correctly, and you will outfox the mighty worm. Fail, and you will be but one more burn mark along the ground.” Danger: Inferno
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Development The Blades of Alaznist have fallen! You may have defeated them, but your group is still in a sore spot. Mayala and Brynne are exhausted, Rolf looks traumatized, and Vera keeps mumbling incoherently. You’ve got to get them off of Rivenrake Island, and your new friends seem nothing but pleased with that plan. But you’re far from leaving empty handed. The adventures you’ve had! The knowledge you’ve learned! The treasure you’ve grabbed! Even if it did almost kill you—multiple times—Hollow Mountain was all you expected and more. One day, perhaps you’ll return; after all, you’ve survived the Runelord of Wrath’s worst. The next challenge awaits! Scenario Reward
Robes of Xin-Shalast:
Loot Type: Item Traits: Clothing Magic Sihedron To Acquire: Reveal this card to add 2 to an Arcane or Divine check. You may use another item on this check. When you take Combat damage, reveal this card to shuffle up to 2 cards into your deck instead of discarding them. Reveal this card and discard an item to search your deck and choose an item to add to your hand. Adventure Reward
Adventure Path Reward
Runewell's Echo: Loot Type: Blessing Traits: Divine Blessing Lissala To Acquire: Discard this card to add 1 die to any check. Discard this card to add 1d12 to any non-combat check. After playing this card, you may play another blessing on this check. |