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![]() Acquired Cards: Magic Full Plate (Armor 3)
Reward: Each character chooses weapon, spell, or item and adds a card of that type that has
Development:
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![]() Starting Seelah at the Descrated Vault. During This Adventure: During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.” Additional Rules: Story Banes:
Baykok Lord:
Villain Type: Monster Traits: Undead To Defeat: Combat 28 THEN Combat 28 The Baykok Lord is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you. After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you. Baykok:
Henchman Type: Monster Traits: Undead To Defeat: Combat 24 The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Wrathful Sinspawn:
RotR Henchman 1 Type: Monster Traits: Aberration To Defeat: Combat 9 Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 1, Harsk/TheGreatNateO Random Cards:
Monsters Spoiler:
Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Spoiler:
Deathweb
RotR Monster 4 Traits: Undead To Defeat: Combat 17 OR Divine 14 The Deathweb is immune to the Mental and Poison traits. Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location. If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location. Spoiler:
Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Spoiler:
Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Spoiler:
Warlord
RotR Monster B Traits: Fighter Human Veteran To Defeat: Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any. Subtract 1 from each die rolled in your check to defeat the Warlord. Barriers Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Spoiler:
Arcane Lock
RotR Barrier 4 Traits: Arcane Lock Magic To Defeat: Intelligence Arcane 13 OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Spoiler:
Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Spoiler:
Invasion Plans
RotR Barrier 4 Traits: Cache To Defeat: Wisdom Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Weapons Spoiler:
Dagger +1
RotR Weapon 1 Traits: Finesse Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Giantbane Dagger +1
RotR Weapon 4 Traits: Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Bastard Sword +1
RotR Weapon 1 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Acidic Sling +3
RotR Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait. Spells Spoiler:
Frost Ray
RotR Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Detect Evil
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Invoke
RotR Spell 6 Traits: Divine Magic To Acquire: Wisdom Divine 12 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck. If you do not have the Divine skill, banish this card. Armors Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Arrow Catching Studded Leather
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1. Recharge this card to reduce Ranged Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Adamantine Plate Armor
RotR Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 14 Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Greater Bolstering Armor
RotR Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Ring of Energy Resistance
RotR Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Allies Spoiler:
Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Spoiler:
Eagle
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 9 Place this card on top of your deck to examine the top card of a location deck. Spoiler:
Maester Grump
RotR Ally 2 Traits: Human To Acquire: Charisma Diplomacy 7 OR Wisdom Divine 8 Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top. Discard this card to explore your location. Spoiler:
Sheriff Hemlock
RotR Ally B Traits: Human Warrior To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to a combat check. Discard this card to explore your location. Spoiler:
Morgiv
RotR Ally 6 Traits: Enshrouded To Acquire: Charisma Diplomacy 13 Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order. Discard this card to explore your location. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Nethys
RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of the Gods:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown: Spoiler: Hourglass Card 2 Meliski/Zalarian: Hourglass Card 1 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Reiko/eddiephlash: Hourglass Card 2 Meliski/Zalarian
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO: Hourglass Card 3 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 5 Seelah/notshown: Hourglass Card 4 Harsk/TheGreatNateO
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Meliski/Zalarian: Hourglass Card 5 Seelah/notshown
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 7 Reiko/eddiephlash: Hourglass Card 6 Meliski/Zalarian
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Harsk/TheGreatNateO: Hourglass Card 7 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Seelah/notshown: Hourglass Card 8 Harsk/TheGreatNateO
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Meliski/Zalarian: Hourglass Card 9 Seelah/notshown
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Reiko/eddiephlash: Hourglass Card 10 Meliski/Zalarian
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Harsk/TheGreatNateO: Hourglass Card 11 Reiko/eddiephlash
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Seelah/notshown: Hourglass Card 12 Harsk/TheGreatNateO
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Meliski/Zalarian: Hourglass Card 13 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Reiko/eddiephlash: Hourglass Card 14 Meliski/Zalarian
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 16 Harsk/TheGreatNateO: Hourglass Card 15 Reiko/eddiephlash
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Seelah/notshown: Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 18 Meliski/Zalarian: Hourglass Card 17 Seelah/notshown
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Reiko/eddiephlash: Hourglass Card 18 Meliski/Zalarian
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Harsk/TheGreatNateO: Hourglass Card 19 Reiko/eddiephlash
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 21 Seelah/notshown: Hourglass Card 20 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Meliski/Zalarian: Hourglass Card 21 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 23 Reiko/eddiephlash: Hourglass Card 22 Meliski/Zalarian
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Harsk/TheGreatNateO: Hourglass Card 23 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Seelah/notshown: Hourglass Card 24 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 26 Meliski/Zalarian: Hourglass Card 25 Seelah/notshown
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 27 Reiko/eddiephlash: Hourglass Card 26 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 28 Harsk/TheGreatNateO: Hourglass Card 27 Reiko/eddiephlash
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Seelah/notshown: Hourglass Card 28 Harsk/TheGreatNateO
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Seelah/notshown
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Location #1: Desecrated Vault
Desecrated Vault Card 1: Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Desecrated Vault Card 2: Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Desecrated Vault Card 3: Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Desecrated Vault Card 4: Baykok
None Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 24 The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Desecrated Vault Card 5: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Desecrated Vault Card 6: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Desecrated Vault Card 7: Headband of Epic Intelligence
RotR Item 5 Traits: Accessory Magic To Acquire: Intelligence 7 Reveal this card to add 2 to an Intelligence check. You may use another item on this check. Desecrated Vault Card 8: Zombie Giant
RotR Monster B Traits: Undead Zombie To Defeat: Combat 13 The Zombie Giant is immune to the Mental and Poison traits. If undefeated, after the encounter, discard the top card of your deck. Desecrated Vault Card 9: Troll
RotR Monster 4 Traits: Fighter Giant Troll To Defeat: Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated. Desecrated Vault Card 10:
Scrying
RotR Spell 3 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Location #2: Heptaric Locus At This Location: The difficulty to defeat banes is increased by 5. When Closing: Succeed at a Strength or Melee 14 check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Meliski/Zalarian, None Heptaric Locus Card 1: Chainmail of Cold Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Heptaric Locus Card 2: Runechill Hatchet +2
RotR Weapon 4 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Heptaric Locus Card 3: Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Heptaric Locus Card 4: Skulking Vampire
RotR Monster 6 Traits: Rogue Undead Vampire To Defeat: Combat 22 The Skulking Vampire is immune to the Mental and Poison traits. Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location. If undefeated, bury 2 random cards from your discard pile. Heptaric Locus Card 5: Cape of Escape
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move. Heptaric Locus Card 6: Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Heptaric Locus Card 7: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Heptaric Locus Card 8: Baykok
None Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 24 The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Heptaric Locus Card 9: Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Heptaric Locus Card 10:
Demon Armor
RotR Armor 6 Traits: Fire Heavy Armor Magic To Acquire: Constitution Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check. Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Location #3: Ravenous Crypts of Gluttony At This Location: While you are here, your hand size is increased by 2. When Closing: Succeed at a Wisdom or Survival 12 check. When Permanently Closed: No effect. M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Ravenous Crypts of Gluttony Card 1: Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Ravenous Crypts of Gluttony Card 2: Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Ravenous Crypts of Gluttony Card 3: Ogre
RotR Monster 3 Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location. Ravenous Crypts of Gluttony Card 4: Belt of Giant Strength
RotR Item 3 Traits: Accessory Magic To Acquire: Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check. Ravenous Crypts of Gluttony Card 5: Warden of Thunder
RotR Monster 6 Traits: Giant To Defeat: Combat 23 The Warden of Thunder is immune to the Electricity trait. Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage. Damage dealt by the Warden of Thunder is dealt to each character at this location. Ravenous Crypts of Gluttony Card 6: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Ravenous Crypts of Gluttony Card 7: Poison Blast
RotR Spell 4 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 8: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Ravenous Crypts of Gluttony Card 9: Goblin Plate +1
RotR Armor P Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage. If you are proficient with heavy armors, bury this card instead of banishing it. If you are proficient with heavy armors, you may recharge this card when you reset your hand. "Links of steel and shiny metal, decorate with pointy nettle, Not too pretty, might be shaddy, Helps keep blood in the goblin body!" - goblin smithing song. Ravenous Crypts of Gluttony Card 10:
Baykok Lord
None Villain 6 Type: Monster Traits: Undead To Defeat: Combat 28 THEN Combat 28 The Baykok Lord is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you. After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you. Location #4: Treacherous Cave At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location. When Closing: Succeed at a Wisdom or Survival 7 check. When Permanently Closed: No effect. M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Harsk/TheGreatNateO, None Treacherous Cave Card 1: Elder Water Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The elemental is immune to the Mental and Poison traits. If undefeated, you move to a random other location. Treacherous Cave Card 2: Longbow +1
RotR Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location. Treacherous Cave Card 3: Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Treacherous Cave Card 4: Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Treacherous Cave Card 5: Wand of Shield
RotR Item 1 Traits: Arcane Magic Wand To Acquire: Intelligence Arcane 7 Bury this card to reduce Combat damage dealt to you by 2. Succeed at an Arcane 8 check to recharge this card instead of burying it. Treacherous Cave Card 6: Corroded Lock
RotR Barrier 6 Traits: Lock To Defeat: Dexterity Disable 15 OR Combat 30 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Treacherous Cave Card 7: Spiked Chain
RotR Weapon B Traits: Chain Finesse Melee Piercing To Acquire: Strength Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result. Treacherous Cave Card 8: Baykok
None Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 24 The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Treacherous Cave Card 9: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Treacherous Cave Card 10:
Luckstone
RotR Item B Traits: Magic Object To Acquire: Wisdom Survival 5 Discard this card to add 1 to your check. If you would fail a check by 1, you may bury this card to succeed. Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it. Location #5: Catacombs of Wrath At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster. When Closing: Summon and defeat a Wrathful Sinspawn henchman. When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck. M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Reiko/eddiephlash, None Catacombs of Wrath Card 1: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Catacombs of Wrath Card 2: Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Catacombs of Wrath Card 3: Abominable Snowman
RotR Monster 6 Traits: Yeti To Defeat: Combat 18 The Abominable Snowman is immune to the Cold trait. Add 1 die to checks to defeat the Abominable Snowman with the Fire trait. If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1. Catacombs of Wrath Card 4: Baykok
None Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 24 The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Catacombs of Wrath Card 5: Returning Throwing Axe +1
RotR Weapon B Traits: Axe Magic Ranged Slashing To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4. Catacombs of Wrath Card 6: Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Catacombs of Wrath Card 7: Grindylow
RotR Monster P Traits: Aberration Aquatic Goblin Veteran To Defeat: Combat 12 The Grindylow may not be evaded. The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any. "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song Catacombs of Wrath Card 8: Skulking Vampire
RotR Monster 6 Traits: Rogue Undead Vampire To Defeat: Combat 22 The Skulking Vampire is immune to the Mental and Poison traits. Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location. If undefeated, bury 2 random cards from your discard pile. Catacombs of Wrath Card 9: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Catacombs of Wrath Card 10:
Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Location #6: Vault of Greed At This Location: If you acquire an item, banish another item from your hand, if you have one. When Closing: Succeed at a Wisdom or Perception 12 check. When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type in your hand. M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Vault of Greed Card 1: Token of Remembrance
RotR Item B Traits: Arcane Divine Magic Object To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Vault of Greed Card 2: Baykok
None Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 24 The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Vault of Greed Card 3: Werewolf
RotR Monster B Traits: Lycanthrope To Defeat: Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3. Vault of Greed Card 4: Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Vault of Greed Card 5: Sihedron Ring
RotR Item 6 Traits: Accessory Magic Sihedron To Acquire: Constitution Fortitude 7 OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check. Vault of Greed Card 6: Myriana
RotR Monster 3 Traits: Ghost Incorporeal Nymph Undead To Defeat: Combat 14 OR Diplomacy 10 Myriana is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, Myriana is undefeated. If undefeated, after the encounter, reset your hand and end your turn. Vault of Greed Card 7: Scorching Ray
RotR Spell 1 Traits: Arcane Attack Fire Magic To Acquire: IntelligenceArcane 6 For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Vault of Greed Card 8: Greataxe
RotR Weapon B Traits: 2-Handed Axe Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Vault of Greed Card 9: Necklace of Fireballs
RotR Item 4 Traits: Accessory Attack Magic To Acquire: Intelligence Arcane 9 For your combat check, banish this card to roll 3d6+12. After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it. Vault of Greed Card 10: Winged Shield
RotR Armor 5 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. Discard this card to move to another location at the end of your turn. If you are proficient with light armors, you may recharge this card when you reset your hand. ![]()
![]() Location Story Banes (will include in future updates): Wrathful Sinspawn: RotR Henchman 1 Type: Monster Traits: Aberration To Defeat: Combat 9 Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. If defeated, you may immediately attempt to close this location. ![]()
![]() During This Adventure: During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.” Additional Rules: Story Banes:
Baykok Lord:
Villain Type: Monster Traits: Undead To Defeat: Combat 28 THEN Combat 28 The Baykok Lord is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you. After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you. Baykok:
Henchman Type: Monster Traits: Undead To Defeat: Combat 24 The Baykok is immune to the Mental and Poison traits. Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter. After you act, the Baykok deals 1d4 Ranged Combat damage to you. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 5 Turn: 0, Harsk/TheGreatNateO Random Cards:
Monsters Spoiler:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Spoiler:
Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Spoiler:
Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Spoiler:
Skull Ripper
RotR Monster 3 Traits: Construct To Defeat: Combat 14 The Skull Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Spoiler:
Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Barriers Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Spoiler:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Spoiler:
Explosive Runes
RotR Barrier B Traits: Arcane Magic Trap Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
Sickle +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. Spoiler:
Scythe +1
RotR Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this weapon is a 4, count it as a 5. Spoiler:
Scythe +1
RotR Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this weapon is a 4, count it as a 5. Spoiler:
War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Light Crossbow +1
RotR Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location. Spells Spoiler:
Haste
RotR Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply. Discard this card to explore your location. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Sign of Wrath
RotR Spell 6 Traits: Arcane Attack Divine Force Magic To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
Restoration
RotR Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Armors Spoiler:
Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Adamantine Plate Armor
RotR Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 14 Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Entropy Shield
RotR Armor 6 Traits: Arcane Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Bury this card to defeat a barrier with the Lock trait. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Greater Bolstering Armor
RotR Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Staff of Heaven and Earth
RotR Item 4 Traits: Magic Staff To Acquire: Intelligence Arcane Wisdom Divine 8 Recharge this card and discard a spell to defeat a barrier. Recharge this card and discard a spell to add 1d4 to a combat check at your location. Spoiler:
Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Sihedron Ring
RotR Item 6 Traits: Accessory Magic Sihedron To Acquire: Constitution Fortitude 7 OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check. Allies Spoiler:
Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Spoiler:
Poog of Zarongel
RotR Ally P Traits: Cleric Goblin To Acquire: Charisma Diplomacy Divine 7 Recharge this card to add 3 with the Fire trait to a combat check. Bury this card to recharge 1d4 random cards from your discard pile. Discard this card to explore your location. "Poog say Zarongel is the best, He help burn things and heal the rest. Zarongel's favor makes Poog bleed. And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song Spoiler:
Gyukak
RotR Ally 6 Traits: Giant Outsider Oni To Acquire: Charisma Diplomacy 14 Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations. Spoiler:
Brodert Quink
RotR Ally 2 Traits: Human Sage To Acquire: Charisma Diplomacy Intelligence Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it. Discard this card to explore your location. Spoiler:
Velociraptor
RotR Ally 5 Traits: Animal To Acquire: Wisdom Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown: Spoiler: Hourglass Card 2 Meliski/Zalarian: Hourglass Card 1 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Reiko/eddiephlash: Hourglass Card 2 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO: Hourglass Card 3 Reiko/eddiephlash
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seelah/notshown: Hourglass Card 4 Harsk/TheGreatNateO
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 6 Meliski/Zalarian: Hourglass Card 5 Seelah/notshown
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Reiko/eddiephlash: Hourglass Card 6 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 8 Harsk/TheGreatNateO: Hourglass Card 7 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Seelah/notshown: Hourglass Card 8 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Meliski/Zalarian: Hourglass Card 9 Seelah/notshown
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Reiko/eddiephlash: Hourglass Card 10 Meliski/Zalarian
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Harsk/TheGreatNateO: Hourglass Card 11 Reiko/eddiephlash
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Seelah/notshown: Hourglass Card 12 Harsk/TheGreatNateO
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Meliski/Zalarian: Hourglass Card 13 Seelah/notshown
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Reiko/eddiephlash: Hourglass Card 14 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Harsk/TheGreatNateO: Hourglass Card 15 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 17 Seelah/notshown: Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Meliski/Zalarian: Hourglass Card 17 Seelah/notshown
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 19 Reiko/eddiephlash: Hourglass Card 18 Meliski/Zalarian
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Harsk/TheGreatNateO: Hourglass Card 19 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Seelah/notshown: Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 22 Meliski/Zalarian: Hourglass Card 21 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 23 Reiko/eddiephlash: Hourglass Card 22 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Harsk/TheGreatNateO: Hourglass Card 23 Reiko/eddiephlash
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Seelah/notshown: Hourglass Card 24 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 26 Meliski/Zalarian: Hourglass Card 25 Seelah/notshown
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 27 Reiko/eddiephlash: Hourglass Card 26 Meliski/Zalarian
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 28 Harsk/TheGreatNateO: Hourglass Card 27 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Seelah/notshown: Hourglass Card 28 Harsk/TheGreatNateO
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 Meliski/Zalarian: Hourglass Card 29 Seelah/notshown
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 Meliski/Zalarian
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Location #1: Desecrated Vault
Location #2: Heptaric Locus
Location #3: Ravenous Crypts of Gluttony
Location #4: Treacherous Cave
Location #5: Catacombs of Wrath
Location #6: Vault of Greed
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![]() Development: Long live Krune—Krune is dead! Or at least he remains missing, and the deranged cultists who wished to transfer his mind into your body are defeated. As Ruyla sputtered her last words, a shimmering blue gate opened near her. She crawled toward it, ostensibly to escape, but you made sure that didn’t happen. Now you’ve quelled the danger here, and Rulya’s gate glimmers enticingly. Should you step through it, and hope that it deposits you
You’ve now defeated two runelords’ evil forces, and you’ve got nothing to lose. You leap through the portal, where adventure no doubt awaits! 2-6: The Shattered Blades of Alaznist Choking darkness, black as far as the eye can see, envelops
When you leapt through the shimmering portal in the Sihedron
Striking a torch alight, you shake the fog from your head. What
Your heart full and optimism singing in your steps, you
Finally, the corridor widens into a cavern. A startling sight
Were the cavern unoccupied, a moment of panic may have
2-6A: A Grim Contingency Once the woman’s initial panic ebbs, she takes a deep
“My wife and I are adventurers from Kaer Maga. For years,
“Brynne was always desperate to find out the truth. So, I did
But Brynne’s not inside. Instead, you’ve seemingly stumbled
![]()
![]() Let me know if I did something wrong. Winged Shield (Armor 5)
Reward:
Adventure Reward:
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![]() During This Adventure: During This Scenario: At the start of your turn, either skip your move step or you are
Additional Rules: Story Banes:
Ruyla:
None Villain 5 Type: Monster Traits: Cultist Human To Defeat: Combat 23 THEN Combat Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll. Warrior of Wrath:
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Bandit:
RotR Henchman B Type: Monster Traits: Human Bandit To Defeat: Combat 8 Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 10, Harsk/TheGreatNateO Random Cards:
Monsters Spoiler:
Mammoth
RotR Monster 4 Traits: Animal To Defeat: Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location. Spoiler:
Shadow
RotR Monster B Traits: Incorporeal Undead To Defeat: Combat 13 The Shadow is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Shadow is undefeated. When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any. Spoiler:
Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Spoiler:
Skull Ripper
RotR Monster 3 Traits: Construct To Defeat: Combat 14 The Skull Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Spoiler:
Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Barriers Spoiler:
Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Spoiler:
Cryptic Message
RotR Barrier 3 Traits: Cache To Defeat: Intelligence Knowledge 10 If defeated, you may examine the top 2 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Weapons Spoiler:
Longbow +1
RotR Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location. Spoiler:
Longbow +1
RotR Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location. Spoiler:
Returning Throwing Axe +1
RotR Weapon B Traits: Axe Magic Ranged Slashing To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4. Spoiler:
Dogslicer +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card. Spoiler:
Greatclub +3
RotR Weapon 4 Traits: 2-Handed Bludgeoning Club Magic Melee To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Raise Dead
RotR Spell 5 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Major Cure
RotR Spell 3 Traits: Divine Healing Magic To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 10 check to recharge this card instead of discarding it. Spoiler:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Fire Sneeze
RotR Spell P Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait. Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine Skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. "Peppered oiil, up the nose, In with all the snot it goes. When you s ee a horse's knees, Roast them right with burning sneeze!" - Goblin Wizarding song Armors Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Potion of Energy Resistance
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4. Spoiler:
Headband of Epic Intelligence
RotR Item 5 Traits: Accessory Magic To Acquire: Intelligence 7 Reveal this card to add 2 to an Intelligence check. You may use another item on this check. Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Token of Remembrance
RotR Item B Traits: Arcane Divine Magic Object To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Spoiler:
Wand of Shield
RotR Item 1 Traits: Arcane Magic Wand To Acquire: Intelligence Arcane 7 Bury this card to reduce Combat damage dealt to you by 2. Succeed at an Arcane 8 check to recharge this card instead of burying it. Allies Spoiler:
Zuvuzeg
RotR Ally 5 Traits: Demon Outsider To Acquire: Arcane Divine 18 If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn. Discard this card to explore your location. Spoiler:
Merchant
RotR Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Toad
RotR Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Spoiler:
Vale Temros
RotR Ally 3 Traits: Human Ranger To Acquire: Strength Melee 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait. Discard this card to explore your location. Spoiler:
Eagle
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 9 Place this card on top of your deck to examine the top card of a location deck. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gorum
RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Iomedae
RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Calistria:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown: Spoiler: Hourglass Card 2 Meliski/Zalarian: Hourglass Card 1 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Reiko/eddiephlash: Hourglass Card 2 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO: Hourglass Card 3 Reiko/eddiephlash
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seelah/notshown: Hourglass Card 4 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Meliski/Zalarian: Hourglass Card 5 Seelah/notshown
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Reiko/eddiephlash: Hourglass Card 6 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Harsk/TheGreatNateO: Hourglass Card 7 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Seelah/notshown: Hourglass Card 8 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Meliski/Zalarian: Hourglass Card 9 Seelah/notshown
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Reiko/eddiephlash: Hourglass Card 10 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Harsk/TheGreatNateO: Hourglass Card 11 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Seelah/notshown: Hourglass Card 12 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Meliski/Zalarian: Hourglass Card 13 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Reiko/eddiephlash: Hourglass Card 14 Meliski/Zalarian
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Harsk/TheGreatNateO: Hourglass Card 15 Reiko/eddiephlash
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Seelah/notshown: Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Meliski/Zalarian: Hourglass Card 17 Seelah/notshown
Runewell's Echo None Loot P Type: Blessing Traits: Divine Blessing Lissala To Acquire: Discard this card to add 1 die to any check.
Spoiler: Hourglass Card 19 Reiko/eddiephlash: Hourglass Card 18 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Harsk/TheGreatNateO: Hourglass Card 19 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Courtyard
Location #2: Festering Maze of Sloth
Festering Maze of Sloth Card 1 (Blessing of the Gods): Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Festering Maze of Sloth Card 2: Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Festering Maze of Sloth Card 3: Swipe
RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 4: Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Festering Maze of Sloth Card 5: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Festering Maze of Sloth Card 6: Grizzled Mercenary
RotR Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location. Discard this card to explore your location. If you encounter a boon, banish it. Festering Maze of Sloth Card 7: Fiery Weapon
RotR Spell 1 Traits: Arcane Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 8:
Deathweb
RotR Monster 4 Traits: Undead To Defeat: Combat 17 OR Divine 14 The Deathweb is immune to the Mental and Poison traits. Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location. If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location. Location #3: Shrine to Lamashtu At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced. When Closing: Succeed at a Divine 6 check or banish a blessing. When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box. M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Reiko/eddiephlash, None Shrine to Lamashtu Card 1: Ruyla
None Villain 5 Type: Monster Traits: Cultist Human To Defeat: Combat 23 THEN Combat Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll. Shrine to Lamashtu Card 2: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Shrine to Lamashtu Card 3: Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Shrine to Lamashtu Card 4:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Location #4: Thassilonian Library Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Meliski/Zalarian, None Location #5: Guard Tower
Guard Tower Card 1: Frost Longbow +1
RotR Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location. Guard Tower Card 2: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Guard Tower Card 3: Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Guard Tower Card 4: Ameiko Kaijitsu
RotR Ally 1 Traits: Bard Human Rogue To Acquire: Charisma Diplomacy 7 Banish this card to add 1d6 to your check. Banish this card to return a card from your discard pile to your hand. Guard Tower Card 5 (Ring of Protection): Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Guard Tower Card 6 (Magic Studded Leather Armor): Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. ![]()
![]() During This Adventure: During This Scenario: At the start of your turn, either skip your move step or you are
Additional Rules: Story Banes:
Ruyla:
None Villain 5 Type: Monster Traits: Cultist Human To Defeat: Combat 23 THEN Combat Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll. Warrior of Wrath:
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 1, Reiko/eddiephlash Random Cards:
Monsters Spoiler:
Warlord
RotR Monster B Traits: Fighter Human Veteran To Defeat: Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any. Subtract 1 from each die rolled in your check to defeat the Warlord. Spoiler:
Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Spoiler:
Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Spoiler:
Ogrekin
RotR Monster 3 Traits: Giant Ogrekin To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4: 1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1. 2. Damage dealt by the Ogrekin is increased by 2. 3. The Ogrekin may not be evaded. 4. After the encounter, put the Ogrekin on the bottom of the location deck. Spoiler:
Shadow
RotR Monster B Traits: Incorporeal Undead To Defeat: Combat 13 The Shadow is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Shadow is undefeated. When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any. Barriers Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Arcane Lock
RotR Barrier 4 Traits: Arcane Lock Magic To Defeat: Intelligence Arcane 13 OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Invasion Plans
RotR Barrier 4 Traits: Cache To Defeat: Wisdom Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Weapons Spoiler:
Heavy Pick +1
RotR Weapon 2 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7. Spoiler:
Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Horsechopper +1
RotR Weapon P Traits: 2-Handed Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4. If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result. "Trip the horse, watch him drop, As he whinnies, chop, chop, chop! Don't stop there, 'cause horse is big; When it croaks, dance goblin jig!" - Goblin festival song Spoiler:
Shock Longbow +1
RotR Weapon B Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location. Spoiler:
Runechill Hatchet +2
RotR Weapon 4 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Incendiary Cloud
RotR Spell 3 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Detect Evil
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Scrying
RotR Spell 3 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Spoiler:
Mirror Image
RotR Spell B Traits: Arcane Magic To Acquire: Intelligence Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Armors Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Deathbane Shield
RotR Armor 2 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to add the Magic trait to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Arrow Catching Studded Leather
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1. Recharge this card to reduce Ranged Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Token of Remembrance
RotR Item B Traits: Arcane Divine Magic Object To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Spoiler:
Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Spoiler:
Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Spoiler:
Token of Remembrance
RotR Item B Traits: Arcane Divine Magic Object To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Allies Spoiler:
Charmed Red Dragon
RotR Ally 4 Traits: Dragon To Acquire: Charisma Diplomacy Arcane Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage. If you do not acquire this card, each character at your location takes 1d4 Fire damage. Spoiler:
Eagle
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 9 Place this card on top of your deck to examine the top card of a location deck. Spoiler:
Sacred Killer
RotR Ally 5 Traits: Half-Orc Rogue To Acquire: Dexterity Stealth 11 OR Charisma Diplomacy 13 Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check. Discard this card to explore your current location. Spoiler:
Jakardros Sovark
RotR Ally 3 Traits: Human Ranger To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait. Discard this card to explore your location. Spoiler:
Brodert Quink
RotR Ally 2 Traits: Human Sage To Acquire: Charisma Diplomacy Intelligence Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it. Discard this card to explore your location. Blessings Spoiler:
Blessing of Desna
RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Torag
RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Irori
RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Current Hour: Blessing of Pharasma:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/TheGreatNateO: Spoiler: Hourglass Card 2 Seelah/notshown: Hourglass Card 1 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Meliski/Zalarian: Hourglass Card 2 Seelah/notshown
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 4 Reiko/eddiephlash: Hourglass Card 3 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 5 Harsk/TheGreatNateO: Hourglass Card 4 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 6 Seelah/notshown: Hourglass Card 5 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Meliski/Zalarian: Hourglass Card 6 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Reiko/eddiephlash: Hourglass Card 7 Meliski/Zalarian
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Harsk/TheGreatNateO: Hourglass Card 8 Reiko/eddiephlash
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Seelah/notshown: Hourglass Card 9 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Meliski/Zalarian: Hourglass Card 10 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Reiko/eddiephlash: Hourglass Card 11 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Harsk/TheGreatNateO: Hourglass Card 12 Reiko/eddiephlash
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Seelah/notshown: Hourglass Card 13 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Meliski/Zalarian: Hourglass Card 14 Seelah/notshown
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Reiko/eddiephlash: Hourglass Card 15 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Harsk/TheGreatNateO: Hourglass Card 16 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Seelah/notshown: Hourglass Card 17 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Meliski/Zalarian: Hourglass Card 18 Seelah/notshown
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Reiko/eddiephlash: Hourglass Card 19 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Harsk/TheGreatNateO: Hourglass Card 20 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Seelah/notshown: Hourglass Card 21 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 23 Meliski/Zalarian: Hourglass Card 22 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Reiko/eddiephlash: Hourglass Card 23 Meliski/Zalarian
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Harsk/TheGreatNateO: Hourglass Card 24 Reiko/eddiephlash
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Seelah/notshown: Hourglass Card 25 Harsk/TheGreatNateO
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Meliski/Zalarian: Hourglass Card 26 Seelah/notshown
Runewell's Echo None Loot P Type: Blessing Traits: Divine Blessing Lissala To Acquire: Discard this card to add 1 die to any check.
Spoiler: Hourglass Card 28 Reiko/eddiephlash: Hourglass Card 27 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Harsk/TheGreatNateO: Hourglass Card 28 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Courtyard
Courtyard Card 1: Winged Shield
RotR Armor 5 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. Discard this card to move to another location at the end of your turn. If you are proficient with light armors, you may recharge this card when you reset your hand. Courtyard Card 2: Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Courtyard Card 3: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Courtyard Card 4: Frost Longbow +1
RotR Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location. Courtyard Card 5: Greatclub +3
RotR Weapon 4 Traits: 2-Handed Bludgeoning Club Magic Melee To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Courtyard Card 6: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Courtyard Card 7: Magic Spyglass
RotR Item 4 Traits: Magic Object To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Courtyard Card 8: Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Courtyard Card 9: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Courtyard Card 10:
Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Location #2: Festering Maze of Sloth At This Location: You may play no more than 1 card per check, regardless of type. When Closing: Succeed at a Constitution or Fortitude 12 check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Festering Maze of Sloth Card 1: Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Festering Maze of Sloth Card 2: Wand of Shield
RotR Item 1 Traits: Arcane Magic Wand To Acquire: Intelligence Arcane 7 Bury this card to reduce Combat damage dealt to you by 2. Succeed at an Arcane 8 check to recharge this card instead of burying it. Festering Maze of Sloth Card 3: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Festering Maze of Sloth Card 4: Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Festering Maze of Sloth Card 5: Swipe
RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 6: Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Festering Maze of Sloth Card 7: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Festering Maze of Sloth Card 8: Grizzled Mercenary
RotR Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location. Discard this card to explore your location. If you encounter a boon, banish it. Festering Maze of Sloth Card 9: Fiery Weapon
RotR Spell 1 Traits: Arcane Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 10:
Deathweb
RotR Monster 4 Traits: Undead To Defeat: Combat 17 OR Divine 14 The Deathweb is immune to the Mental and Poison traits. Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location. If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location. Location #3: Shrine to Lamashtu At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced. When Closing: Succeed at a Divine 6 check or banish a blessing. When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box. M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1 Located/Displayed Here: None Shrine to Lamashtu Card 1: Incendiary Cloud
RotR Spell 3 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Shrine to Lamashtu Card 2: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Shrine to Lamashtu Card 3: Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Shrine to Lamashtu Card 4: Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Shrine to Lamashtu Card 5: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Shrine to Lamashtu Card 6: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Shrine to Lamashtu Card 7: Blessing of Norgorber
RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Shrine to Lamashtu Card 8: Ruyla
None Villain 5 Type: Monster Traits: Cultist Human To Defeat: Combat 23 THEN Combat Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll. Shrine to Lamashtu Card 9: Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Shrine to Lamashtu Card 10:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Location #4: Thassilonian Library At This Location: If you acquire a spell, reset your hand and end your turn. When Closing: Banish a spell. When Permanently Closed: No effect. M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, None Thassilonian Library Card 1: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Thassilonian Library Card 2: Frost Ray
RotR Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Thassilonian Library Card 3: Lightning Bolt
RotR Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6. After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it. Thassilonian Library Card 4: Sheriff Hemlock
RotR Ally B Traits: Human Warrior To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to a combat check. Discard this card to explore your location. Thassilonian Library Card 5: Muck Graul
RotR Monster 3 Traits: Plant Ogrekin To Defeat: Combat 15 Muck Graul is immune to the Acid trait. Add 1 die to checks to defeat Muck Graul with the Fire trait. If the check to defeat does not have the Fire trait, Muck is undefeated. If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck. Thassilonian Library Card 6: Mirror Image
RotR Spell B Traits: Arcane Magic To Acquire: Intelligence Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Thassilonian Library Card 7: Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Thassilonian Library Card 8: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Thassilonian Library Card 9: Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Thassilonian Library Card 10:
Hill Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location. Location #5: Guard Tower At This Location: At the start of your turn, summon and encounter a Bandit henchman. When Closing: Succeed at a Strength 5 check. When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box. M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Seelah/notshown, None Guard Tower Card 1: Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Guard Tower Card 2: Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Guard Tower Card 3: Dagger +1
RotR Weapon 1 Traits: Finesse Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Guard Tower Card 4: Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Guard Tower Card 5: Zuvuzeg
RotR Ally 5 Traits: Demon Outsider To Acquire: Arcane Divine 18 If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn. Discard this card to explore your location. Guard Tower Card 6: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Guard Tower Card 7: Frost Longbow +1
RotR Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location. Guard Tower Card 8: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Guard Tower Card 9: Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Guard Tower Card 10: Ameiko Kaijitsu
RotR Ally 1 Traits: Bard Human Rogue To Acquire: Charisma Diplomacy 7 Banish this card to add 1d6 to your check. Banish this card to return a card from your discard pile to your hand. ![]()
![]() During This Adventure: During This Scenario: At the start of your turn, either skip your move step or you are
Additional Rules: Story Banes:
Ruyla:
None Villain 5 Type: Monster Traits: Cultist Human To Defeat: Combat 23 THEN Combat Divine 23 If the check to defeat has the Divine trait, subtract 1 from each die you roll. Warrior of Wrath:
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 0, Meliski/Zalarian Random Cards:
Monsters Spoiler:
Ogrekin
RotR Monster 3 Traits: Giant Ogrekin To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4: 1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1. 2. Damage dealt by the Ogrekin is increased by 2. 3. The Ogrekin may not be evaded. 4. After the encounter, put the Ogrekin on the bottom of the location deck. Spoiler:
Myriana
RotR Monster 3 Traits: Ghost Incorporeal Nymph Undead To Defeat: Combat 14 OR Diplomacy 10 Myriana is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, Myriana is undefeated. If undefeated, after the encounter, reset your hand and end your turn. Spoiler:
Grindylow
RotR Monster P Traits: Aberration Aquatic Goblin Veteran To Defeat: Combat 12 The Grindylow may not be evaded. The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any. "Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song Spoiler:
Shadow
RotR Monster B Traits: Incorporeal Undead To Defeat: Combat 13 The Shadow is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Shadow is undefeated. When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any. Spoiler:
Elder Earth Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The Elemental is immune to the Mental and Poison traits. If undefeated, put the Elemental on the bottom of the location deck. Barriers Spoiler:
Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Spoiler:
Arcane Lock
RotR Barrier 4 Traits: Arcane Lock Magic To Defeat: Intelligence Arcane 13 OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Ranger Stash
RotR Barrier 3 Traits: Cache Lock To Defeat: Dexterity Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Weapons Spoiler:
Sickle +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. Spoiler:
Shortspear +3
RotR Weapon 4 Traits: Magic Melee Piercing Spear To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12. Spoiler:
Shortspear +3
RotR Weapon 4 Traits: Magic Melee Piercing Spear To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12. Spoiler:
Vicious Trident +1
RotR Weapon 3 Traits: Magic Melee Piercing Polearm To Acquire: Strength Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3. When you play this weapon, take 1 Force damage that may not be reduced. Spoiler:
Bastard Sword
RotR Weapon B Traits: 2-Handed Melee Slashing Sword To Acquire: Strength Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Scorching Ray
RotR Spell 1 Traits: Arcane Attack Fire Magic To Acquire: IntelligenceArcane 6 For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spoiler:
Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Speed
RotR Spell 1 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn. If you do not have the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Arrow Catching Studded Leather
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1. Recharge this card to reduce Ranged Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Chainmail of Cold Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Luckstone
RotR Item B Traits: Magic Object To Acquire: Wisdom Survival 5 Discard this card to add 1 to your check. If you would fail a check by 1, you may bury this card to succeed. Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it. Spoiler:
Headband of Inspired Wisdom
RotR Item 4 Traits: Accessory Magic To Acquire: Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check. Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Potion of Energy Resistance
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4. Allies Spoiler:
Sacred Killer
RotR Ally 5 Traits: Half-Orc Rogue To Acquire: Dexterity Stealth 11 OR Charisma Diplomacy 13 Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check. Discard this card to explore your current location. Spoiler:
Vale Temros
RotR Ally 3 Traits: Human Ranger To Acquire: Strength Melee 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait. Discard this card to explore your location. Spoiler:
Yap the Pixie
RotR Ally 3 Traits: Pixie To Acquire: Charisma Diplomacy 2 Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower. Discard this card to explore your location. Spoiler:
Ven Vinder
RotR Ally 1 Traits: Human Shopkeeper To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8 Banish this card to add a random item from the box to your hand. Spoiler:
Velociraptor
RotR Ally 5 Traits: Animal To Acquire: Wisdom Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration. Blessings Spoiler:
Blessing of Lamashtu
RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler:
Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Erastil
RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Sarenrae
RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Desna
RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Reiko/eddiephlash: Spoiler: Hourglass Card 2 Harsk/TheGreatNateO: Hourglass Card 1 Reiko/eddiephlash
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Seelah/notshown: Hourglass Card 2 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Meliski/Zalarian: Hourglass Card 3 Seelah/notshown
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 5 Reiko/eddiephlash: Hourglass Card 4 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 6 Harsk/TheGreatNateO: Hourglass Card 5 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 7 Seelah/notshown: Hourglass Card 6 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Meliski/Zalarian: Hourglass Card 7 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Reiko/eddiephlash: Hourglass Card 8 Meliski/Zalarian
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Harsk/TheGreatNateO: Hourglass Card 9 Reiko/eddiephlash
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Seelah/notshown: Hourglass Card 10 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Meliski/Zalarian: Hourglass Card 11 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Reiko/eddiephlash: Hourglass Card 12 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Harsk/TheGreatNateO: Hourglass Card 13 Reiko/eddiephlash
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Seelah/notshown: Hourglass Card 14 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Meliski/Zalarian: Hourglass Card 15 Seelah/notshown
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Reiko/eddiephlash: Hourglass Card 16 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Harsk/TheGreatNateO: Hourglass Card 17 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Seelah/notshown: Hourglass Card 18 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Meliski/Zalarian: Hourglass Card 19 Seelah/notshown
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Reiko/eddiephlash: Hourglass Card 20 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Harsk/TheGreatNateO: Hourglass Card 21 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Seelah/notshown: Hourglass Card 22 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Meliski/Zalarian: Hourglass Card 23 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Reiko/eddiephlash: Hourglass Card 24 Meliski/Zalarian
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Harsk/TheGreatNateO: Hourglass Card 25 Reiko/eddiephlash
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Seelah/notshown: Hourglass Card 26 Harsk/TheGreatNateO
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Meliski/Zalarian: Hourglass Card 27 Seelah/notshown
Runewell's Echo None Loot P Type: Blessing Traits: Divine Blessing Lissala To Acquire: Discard this card to add 1 die to any check.
Spoiler: Hourglass Card 29 Reiko/eddiephlash: Hourglass Card 28 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 Harsk/TheGreatNateO: Hourglass Card 29 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 30 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Courtyard
Location #2: Festering Maze of Sloth
Location #3: Shrine to Lamashtu
Location #4: Thassilonian Library
Location #5: Guard Tower
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![]() While everyone prepares their rewards... 2-5E: Summoning Sloth When you come to your senses, you find that this time
The round walls here are covered in ornate, alternating
“Oh, you didn’t think we were unaware of your presence, did
The priestess advances, and blue flames engulf the hands of her
“Now, submit to our will, and we shall usher Runelord Krune to
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![]() 2-5D Complete! Acquired: Blessing of Gozreh (Blessing 4)
Reward:
Development: You managed to hold off the demons, but your overall
![]()
![]() Divine Spells for Emerald Codex:
Spoiler:
Scrying RotR Spell 3 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Major Cure RotR Spell 3 Traits: Divine Healing Magic To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 10 check to recharge this card instead of discarding it. Spoiler:
Swipe RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. (accidentally randomed a Teleport into the acquired box, shouldn't affect much though) ![]()
![]() Leaving Harsk at the Prison for the time being. Pretty sure Reiko wants to be alone for now. During This Adventure: During This Scenario: When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario. To win the scenario, close all locations. Additional Rules: Alu-Demon Sister:
RotR Henchman 5 Type: Monster Traits: Demon Outsider To Defeat: Combat 17 The Alu-Demon is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play Attack spells. If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 1, Seelah/notshown Random Cards:
Monsters Spoiler:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Spoiler:
Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Spoiler:
Roc
RotR Monster 4 Traits: Animal To Defeat: Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck. Spoiler:
Ogre
RotR Monster 3 Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location. Spoiler:
Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Barriers Spoiler:
Invasion Plans
RotR Barrier 4 Traits: Cache To Defeat: Wisdom Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
Longbow +1
RotR Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location. Spoiler:
Dogslicer +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card. Spoiler:
Dancing Scimitar +2
RotR Weapon 5 Traits: Finesse Magic Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6+2 to your combat check. Spoiler:
Runechill Hatchet +2
RotR Weapon 4 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Acidic Sling +3
RotR Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait. Spells Spoiler:
Haste
RotR Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply. Discard this card to explore your location. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Spoiler:
Haste
RotR Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply. Discard this card to explore your location. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Fire Sneeze
RotR Spell P Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait. Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine Skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. "Peppered oiil, up the nose, In with all the snot it goes. When you s ee a horse's knees, Roast them right with burning sneeze!" - Goblin Wizarding song Armors Spoiler:
Chainmail of Cold Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Bolstering Armor
RotR Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Deathbane Shield
RotR Armor 2 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to add the Magic trait to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Chime of Unlocking
RotR Item 2 Traits: Magic Object To Acquire: Dexterity Disable 8 Reveal this card to defeat a barrier with the Lock trait. Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Token of Remembrance
RotR Item B Traits: Arcane Divine Magic Object To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Spoiler:
Belt of Giant Strength
RotR Item 3 Traits: Accessory Magic To Acquire: Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check. Allies Spoiler:
Ameiko Kaijitsu
RotR Ally 1 Traits: Bard Human Rogue To Acquire: Charisma Diplomacy 7 Banish this card to add 1d6 to your check. Banish this card to return a card from your discard pile to your hand. Spoiler:
Eagle
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 9 Place this card on top of your deck to examine the top card of a location deck. Spoiler:
Sacred Killer
RotR Ally 5 Traits: Half-Orc Rogue To Acquire: Dexterity Stealth 11 OR Charisma Diplomacy 13 Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check. Discard this card to explore your current location. Spoiler:
Giant Badger
RotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 8 Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter. Discard this card to explore your location. Spoiler:
Grizzled Mercenary
RotR Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location. Discard this card to explore your location. If you encounter a boon, banish it. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of the Gods:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Meliski/Zalarian: Spoiler: Hourglass Card 2 Reiko/eddiephlash: Hourglass Card 1 Meliski/Zalarian
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Harsk/TheGreatNateO: Hourglass Card 2 Reiko/eddiephlash
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Seelah/notshown: Hourglass Card 3 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Meliski/Zalarian: Hourglass Card 4 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Reiko/eddiephlash: Hourglass Card 5 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Harsk/TheGreatNateO: Hourglass Card 6 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Seelah/notshown: Hourglass Card 7 Harsk/TheGreatNateO
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 9 Meliski/Zalarian: Hourglass Card 8 Seelah/notshown
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 10 Reiko/eddiephlash: Hourglass Card 9 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Harsk/TheGreatNateO: Hourglass Card 10 Reiko/eddiephlash
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Seelah/notshown: Hourglass Card 11 Harsk/TheGreatNateO
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Meliski/Zalarian: Hourglass Card 12 Seelah/notshown
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Reiko/eddiephlash: Hourglass Card 13 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Harsk/TheGreatNateO: Hourglass Card 14 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 16 Seelah/notshown: Hourglass Card 15 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Meliski/Zalarian: Hourglass Card 16 Seelah/notshown
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Reiko/eddiephlash: Hourglass Card 17 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Harsk/TheGreatNateO: Hourglass Card 18 Reiko/eddiephlash
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Seelah/notshown: Hourglass Card 19 Harsk/TheGreatNateO
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Meliski/Zalarian: Hourglass Card 20 Seelah/notshown
Blessing of Zarongel RotR Blessing P Traits: Divine Zarongel To Acquire: Constitution Fortitude 6 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Reiko/eddiephlash: Hourglass Card 21 Meliski/Zalarian
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Harsk/TheGreatNateO: Hourglass Card 22 Reiko/eddiephlash
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 24 Seelah/notshown: Hourglass Card 23 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 25 Meliski/Zalarian: Hourglass Card 24 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 26 Reiko/eddiephlash: Hourglass Card 25 Meliski/Zalarian
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Harsk/TheGreatNateO: Hourglass Card 26 Reiko/eddiephlash
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Seelah/notshown: Hourglass Card 27 Harsk/TheGreatNateO
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Meliski/Zalarian: Hourglass Card 28 Seelah/notshown
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Meliski/Zalarian
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Location #1: Courtyard
Courtyard Card 1: Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Courtyard Card 2: Shadow
RotR Monster B Traits: Incorporeal Undead To Defeat: Combat 13 The Shadow is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Shadow is undefeated. When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any. Courtyard Card 3: Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Courtyard Card 4: Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Courtyard Card 5: Wand of Shield
RotR Item 1 Traits: Arcane Magic Wand To Acquire: Intelligence Arcane 7 Bury this card to reduce Combat damage dealt to you by 2. Succeed at an Arcane 8 check to recharge this card instead of burying it. Courtyard Card 6: Clay Golem
RotR Monster 5 Traits: Construct Golem To Defeat: Combat 21 You may not play spells with the Attack trait. If undefeated, after the encounter, bury your discard pile. Courtyard Card 7: Longsword +2
RotR Weapon 3 Traits: Magic Melee Slashing Sword To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Courtyard Card 8: Alu-Demon Sister
RotR Henchman 5 Type: Monster Traits: Demon Outsider To Defeat: Combat 17 The Alu-Demon is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play Attack spells. If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. If defeated, you may immediately attempt to close this location. Courtyard Card 9: Shock Longbow +1
RotR Weapon B Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location. Courtyard Card 10:
Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Location #2: Festering Maze of Sloth At This Location: You may play no more than 1 card per check, regardless of type. When Closing: Succeed at a Constitution or Fortitude 12 check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Festering Maze of Sloth Card 1: Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Festering Maze of Sloth Card 2: Alu-Demon Sister
RotR Henchman 5 Type: Monster Traits: Demon Outsider To Defeat: Combat 17 The Alu-Demon is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play Attack spells. If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. If defeated, you may immediately attempt to close this location. Festering Maze of Sloth Card 3: Zuvuzeg
RotR Ally 5 Traits: Demon Outsider To Acquire: Arcane Divine 18 If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn. Discard this card to explore your location. Festering Maze of Sloth Card 4: Blessing of Irori
RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Festering Maze of Sloth Card 5: Deathweb
RotR Monster 4 Traits: Undead To Defeat: Combat 17 OR Divine 14 The Deathweb is immune to the Mental and Poison traits. Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location. If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location. Festering Maze of Sloth Card 6: Elder Earth Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The Elemental is immune to the Mental and Poison traits. If undefeated, put the Elemental on the bottom of the location deck. Festering Maze of Sloth Card 7: Restoration
RotR Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 8: Magic Spyglass
RotR Item 4 Traits: Magic Object To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Festering Maze of Sloth Card 9: Incendiary Cloud
RotR Spell 3 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 10:
Shining Child
RotR Monster 5 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Location #3: Thassilonian Library At This Location: If you acquire a spell, reset your hand and end your turn. When Closing: Banish a spell. When Permanently Closed: No effect. M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Seelah/notshown, Meliski/Zalarian, None Thassilonian Library Card 1: Elven Sharpshooter
RotR Ally 5 Traits: Elf Ranger To Acquire: Charisma Diplomacy Dexterity Ranged 12 Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check. Discard this card to explore your location. Thassilonian Library Card 2: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Thassilonian Library Card 3: Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Thassilonian Library Card 4: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Thassilonian Library Card 5: Scorching Ray
RotR Spell 1 Traits: Arcane Attack Fire Magic To Acquire: IntelligenceArcane 6 For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Thassilonian Library Card 6: Blessing of Torag
RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Thassilonian Library Card 7: Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Thassilonian Library Card 8: Fiery Weapon
RotR Spell 1 Traits: Arcane Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Thassilonian Library Card 9: Alu-Demon Sister
RotR Henchman 5 Type: Monster Traits: Demon Outsider To Defeat: Combat 17 The Alu-Demon is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play Attack spells. If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. If defeated, you may immediately attempt to close this location. Thassilonian Library Card 10:
Blessing of Gorum
RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Location #4: Academy At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again. When Closing: Succeed at an Intelligence or Arcane 6 check. When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck. M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Academy Card 1: Token of Remembrance
RotR Item B Traits: Arcane Divine Magic Object To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Academy Card 2: Mammoth
RotR Monster 4 Traits: Animal To Defeat: Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location. Academy Card 3: Alu-Demon Sister
RotR Henchman 5 Type: Monster Traits: Demon Outsider To Defeat: Combat 17 The Alu-Demon is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play Attack spells. If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. If defeated, you may immediately attempt to close this location. Academy Card 4: Speed
RotR Spell 1 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn. If you do not have the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Academy Card 5: Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Academy Card 6: Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Academy Card 7: Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Academy Card 8: Fiery Weapon
RotR Spell 1 Traits: Arcane Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Academy Card 9: Scorching Ray
RotR Spell 1 Traits: Arcane Attack Fire Magic To Acquire: IntelligenceArcane 6 For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Academy Card 10:
Charmed Red Dragon
RotR Ally 4 Traits: Dragon To Acquire: Charisma Diplomacy Arcane Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage. If you do not acquire this card, each character at your location takes 1d4 Fire damage. Location #5: Prison At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon. When Closing: Succeed at a Charisma or Diplomacy 6 check. When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck. M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Prison Card 1: Cryptic Message
RotR Barrier 3 Traits: Cache To Defeat: Intelligence Knowledge 10 If defeated, you may examine the top 2 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Prison Card 2: Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Prison Card 3: Alu-Demon Sister
RotR Henchman 5 Type: Monster Traits: Demon Outsider To Defeat: Combat 17 The Alu-Demon is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play Attack spells. If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. If defeated, you may immediately attempt to close this location. Prison Card 4: Ogre
RotR Monster 3 Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location. Prison Card 5: Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Prison Card 6: Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Prison Card 7: Ogrekin
RotR Monster 3 Traits: Giant Ogrekin To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4: 1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1. 2. Damage dealt by the Ogrekin is increased by 2. 3. The Ogrekin may not be evaded. 4. After the encounter, put the Ogrekin on the bottom of the location deck. Prison Card 8: Shining Child
RotR Monster 4 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Prison Card 9: Cat
RotR Ally 3 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 8 Reveal this card to add 2 to your check to recharge a spell. Discard this card to explore your location. Prison Card 10: Arrow Catching Studded Leather
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1. Recharge this card to reduce Ranged Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. ![]()
![]() During This Adventure: During This Scenario: When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario. To win the scenario, close all locations. Additional Rules: Alu-Demon Sister:
RotR Henchman 5 Type: Monster Traits: Demon Outsider To Defeat: Combat 17 The Alu-Demon is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play Attack spells. If undefeated, the Alu-Demon deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 0, Harsk/TheGreatNateO Random Cards:
Monsters Spoiler:
Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Spoiler:
Roc
RotR Monster 4 Traits: Animal To Defeat: Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck. Spoiler:
Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Spoiler:
Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Spoiler:
Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Barriers Spoiler:
Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
Bastard Sword +1
RotR Weapon 1 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Runechill Hatchet +2
RotR Weapon 4 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Greataxe
RotR Weapon B Traits: 2-Handed Axe Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Dogslicer +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card. Spoiler:
Light Crossbow +1
RotR Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location. Spells Spoiler:
Charm Person
RotR Spell B Traits: Arcane Magic Mental To Acquire: Intelligence Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand. If you do not have the Arcane skill, banish this card. Spoiler:
Mirror Image
RotR Spell B Traits: Arcane Magic To Acquire: Intelligence Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Detect Evil
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Spoiler:
Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Armors Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Deathbane Shield
RotR Armor 2 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to add the Magic trait to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Goblin Plate +1
RotR Armor P Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage. If you are proficient with heavy armors, bury this card instead of banishing it. If you are proficient with heavy armors, you may recharge this card when you reset your hand. "Links of steel and shiny metal, decorate with pointy nettle, Not too pretty, might be shaddy, Helps keep blood in the goblin body!" - goblin smithing song. Spoiler:
Shield of Fire Resistance
RotR Armor 1 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Winged Shield
RotR Armor 5 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. Discard this card to move to another location at the end of your turn. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Belt of Giant Strength
RotR Item 3 Traits: Accessory Magic To Acquire: Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check. Spoiler:
Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Spoiler:
Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Allies Spoiler:
Cyrdak Drokkus
RotR Ally 1 Traits: Bard Human To Acquire: Charisma Diplomacy 5 Recharge this card to add 1d6 to your check to acquire an ally. Banish this card to return an ally from your discard pile to your hand. Spoiler:
Toad
RotR Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Spoiler:
Aldern Foxglove
RotR Ally 1 Traits: Human Noble To Acquire: Charisma Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3. Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell. Spoiler:
Mayor Kendra Deverin
RotR Ally B Traits: Human Mayor To Acquire: Charisma Diplomacy 10 Banish this card to examine your location deck and then shuffle it. Blessings Spoiler:
Blessing of Shelyn
RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Sarenrae
RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Iomedae
RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown: Spoiler: Hourglass Card 2 Meliski/Zalarian: Hourglass Card 1 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Reiko/eddiephlash: Hourglass Card 2 Meliski/Zalarian
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO: Hourglass Card 3 Reiko/eddiephlash
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seelah/notshown: Hourglass Card 4 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Meliski/Zalarian: Hourglass Card 5 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Reiko/eddiephlash: Hourglass Card 6 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Harsk/TheGreatNateO: Hourglass Card 7 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Seelah/notshown: Hourglass Card 8 Harsk/TheGreatNateO
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 10 Meliski/Zalarian: Hourglass Card 9 Seelah/notshown
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 11 Reiko/eddiephlash: Hourglass Card 10 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Harsk/TheGreatNateO: Hourglass Card 11 Reiko/eddiephlash
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Seelah/notshown: Hourglass Card 12 Harsk/TheGreatNateO
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Meliski/Zalarian: Hourglass Card 13 Seelah/notshown
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Reiko/eddiephlash: Hourglass Card 14 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Harsk/TheGreatNateO: Hourglass Card 15 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 17 Seelah/notshown: Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Meliski/Zalarian: Hourglass Card 17 Seelah/notshown
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Reiko/eddiephlash: Hourglass Card 18 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 20 Harsk/TheGreatNateO: Hourglass Card 19 Reiko/eddiephlash
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Seelah/notshown: Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Meliski/Zalarian: Hourglass Card 21 Seelah/notshown
Blessing of Zarongel RotR Blessing P Traits: Divine Zarongel To Acquire: Constitution Fortitude 6 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Reiko/eddiephlash: Hourglass Card 22 Meliski/Zalarian
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Harsk/TheGreatNateO: Hourglass Card 23 Reiko/eddiephlash
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 25 Seelah/notshown: Hourglass Card 24 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 26 Meliski/Zalarian: Hourglass Card 25 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 27 Reiko/eddiephlash: Hourglass Card 26 Meliski/Zalarian
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Harsk/TheGreatNateO: Hourglass Card 27 Reiko/eddiephlash
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Seelah/notshown: Hourglass Card 28 Harsk/TheGreatNateO
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 Meliski/Zalarian: Hourglass Card 29 Seelah/notshown
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 Meliski/Zalarian
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Location #1: Courtyard
Location #2: Festering Maze of Sloth
Location #3: Thassilonian Library
Location #4: Academy
Location #5: Prison
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![]() 2-5D: The Moldering Dregs Just when you thought you were starting to understand
Did the statue know that you’re an intruder, and ship you
At any rate, you feel compelled to meander through the maze,
A gust of wind against your face and a chorus of melodious
“For so long have we patrolled these halls alone,” she sneers.
You’re torn between an irrepressible urge to lie down and
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![]() 2-5C The Putrid Gardens Summary Despite the Sihedron of Sloth’s disorienting nature, a picture
In the back of the courtyard, you notice something strange.
Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Emerald Codex. At the end of each scenario, return the loot to the game box. Obtained Cards: Lizard (Ally 4)
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![]() During This Adventure: During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck. To win the scenario, close all locations. Additional Rules: Warrior of Wrath:
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. (Note: Acquired card Ring of Protection was banished by Reiko) Scenario Level (#): 5 Turn: 26, Harsk/TheGreatNateO Random Cards:
Monsters Spoiler:
Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Spoiler:
Elder Earth Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The Elemental is immune to the Mental and Poison traits. If undefeated, put the Elemental on the bottom of the location deck. Spoiler:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Spoiler:
Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Spoiler:
Clay Golem
RotR Monster 5 Traits: Construct Golem To Defeat: Combat 21 You may not play spells with the Attack trait. If undefeated, after the encounter, bury your discard pile. Barriers Spoiler:
Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Spoiler:
Explosive Runes
RotR Barrier B Traits: Arcane Magic Trap Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Spoiler:
Invasion Plans
RotR Barrier 4 Traits: Cache To Defeat: Wisdom Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Weapons Spoiler:
Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Dancing Scimitar +2
RotR Weapon 5 Traits: Finesse Magic Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6+2 to your combat check. Spoiler:
Returning Throwing Axe +1
RotR Weapon B Traits: Axe Magic Ranged Slashing To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4. Spoiler:
Giantbane Dagger +1
RotR Weapon 4 Traits: Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Scythe +1
RotR Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this weapon is a 4, count it as a 5. Spells Spoiler:
Blizzard
RotR Spell 5 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Restoration
RotR Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Detect Evil
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Poison Blast
RotR Spell 4 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Armors Spoiler:
Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Chainmail of Cold Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Winged Shield
RotR Armor 5 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. Discard this card to move to another location at the end of your turn. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Bolstering Armor
RotR Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Chime of Unlocking
RotR Item 2 Traits: Magic Object To Acquire: Dexterity Disable 8 Reveal this card to defeat a barrier with the Lock trait. Spoiler:
Headband of Epic Intelligence
RotR Item 5 Traits: Accessory Magic To Acquire: Intelligence 7 Reveal this card to add 2 to an Intelligence check. You may use another item on this check. Spoiler:
Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Allies Spoiler:
Brodert Quink
RotR Ally 2 Traits: Human Sage To Acquire: Charisma Diplomacy Intelligence Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it. Discard this card to explore your location. Spoiler:
Yap the Pixie
RotR Ally 3 Traits: Pixie To Acquire: Charisma Diplomacy 2 Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower. Discard this card to explore your location. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Spoiler:
Vale Temros
RotR Ally 3 Traits: Human Ranger To Acquire: Strength Melee 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait. Discard this card to explore your location. Spoiler:
Ilsoari Gandethus
RotR Ally 1 Traits: Human Wizard To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil. Blessings Spoiler:
Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Erastil
RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Shelyn
RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of the Gods:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 4 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown: Spoiler: Hourglass Card 2 Meliski/Zalarian: Hourglass Card 1 Seelah/notshown
Blessing of Zarongel RotR Blessing P Traits: Divine Zarongel To Acquire: Constitution Fortitude 6 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Reiko/eddiephlash: Hourglass Card 2 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO: Hourglass Card 3 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Festering Maze of Sloth
Location #2: Shrine to Lamashtu
Location #3: Woods
Location #4: Thassilonian Library
Location #5: Nettlemaze
Nettlemaze Card 1: Muck Graul
RotR Monster 3 Traits: Plant Ogrekin To Defeat: Combat 15 Muck Graul is immune to the Acid trait. Add 1 die to checks to defeat Muck Graul with the Fire trait. If the check to defeat does not have the Fire trait, Muck is undefeated. If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck. Nettlemaze Card 2:
Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Location #6: Desecrated Vault Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck. To win the scenario, close all locations. Additional Rules: Warrior of Wrath:
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 1, Reiko/eddiephlash Random Cards:
Monsters Spoiler:
Troll
RotR Monster 4 Traits: Fighter Giant Troll To Defeat: Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated. Spoiler:
Hill Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location. Spoiler:
Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Spoiler:
Werewolf
RotR Monster B Traits: Lycanthrope To Defeat: Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3. Spoiler:
Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Barriers Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Spoiler:
Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Spoiler:
Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Vicious Trident +1
RotR Weapon 3 Traits: Magic Melee Piercing Polearm To Acquire: Strength Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3. When you play this weapon, take 1 Force damage that may not be reduced. Spoiler:
Short Sword +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Returning Throwing Axe +1
RotR Weapon B Traits: Axe Magic Ranged Slashing To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4. Spoiler:
Dancing Scimitar +2
RotR Weapon 5 Traits: Finesse Magic Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6+2 to your combat check. Spells Spoiler:
Blizzard
RotR Spell 5 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Frost Ray
RotR Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Poison Blast
RotR Spell 4 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Armors Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Shield of Fire Resistance
RotR Armor 1 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Potion of Energy Resistance
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4. Spoiler:
Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Wand of Shield
RotR Item 1 Traits: Arcane Magic Wand To Acquire: Intelligence Arcane 7 Bury this card to reduce Combat damage dealt to you by 2. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Allies Spoiler:
Cat
RotR Ally 3 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 8 Reveal this card to add 2 to your check to recharge a spell. Discard this card to explore your location. Spoiler:
Shaman
RotR Ally 5 Traits: Cleric Divine Half-Orc To Acquire: Charisma Diplomacy 9 OR Wisdom Divine 7 Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck. Discard this card to explore your location. Spoiler:
Bear
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 Discard this card to add 2d4 to your combat check. Discard this card to explore your location. Spoiler:
Grizzled Mercenary
RotR Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location. Discard this card to explore your location. If you encounter a boon, banish it. Spoiler:
Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Blessings Spoiler:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Lamashtu
RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler:
Blessing of Iomedae
RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Desna
RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Current Hour: Blessing of Pharasma:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/TheGreatNateO: Spoiler: Hourglass Card 2 Seelah/notshown: Hourglass Card 1 Harsk/TheGreatNateO
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 3 Meliski/Zalarian: Hourglass Card 2 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Reiko/eddiephlash: Hourglass Card 3 Meliski/Zalarian
Runewell's Echo None Loot P Type: Blessing Traits: Divine Blessing Lissala To Acquire: Discard this card to add 1 die to any check.
Spoiler: Hourglass Card 5 Harsk/TheGreatNateO: Hourglass Card 4 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Seelah/notshown: Hourglass Card 5 Harsk/TheGreatNateO
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Meliski/Zalarian: Hourglass Card 6 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Reiko/eddiephlash: Hourglass Card 7 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Harsk/TheGreatNateO: Hourglass Card 8 Reiko/eddiephlash
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Seelah/notshown: Hourglass Card 9 Harsk/TheGreatNateO
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Meliski/Zalarian: Hourglass Card 10 Seelah/notshown
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Reiko/eddiephlash: Hourglass Card 11 Meliski/Zalarian
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Harsk/TheGreatNateO: Hourglass Card 12 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Seelah/notshown: Hourglass Card 13 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Meliski/Zalarian: Hourglass Card 14 Seelah/notshown
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 16 Reiko/eddiephlash: Hourglass Card 15 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Harsk/TheGreatNateO: Hourglass Card 16 Reiko/eddiephlash
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Seelah/notshown: Hourglass Card 17 Harsk/TheGreatNateO
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Meliski/Zalarian: Hourglass Card 18 Seelah/notshown
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Reiko/eddiephlash: Hourglass Card 19 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 21 Harsk/TheGreatNateO: Hourglass Card 20 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 22 Seelah/notshown: Hourglass Card 21 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Meliski/Zalarian: Hourglass Card 22 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Reiko/eddiephlash: Hourglass Card 23 Meliski/Zalarian
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Harsk/TheGreatNateO: Hourglass Card 24 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Seelah/notshown: Hourglass Card 25 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 27 Meliski/Zalarian: Hourglass Card 26 Seelah/notshown
Blessing of Zarongel RotR Blessing P Traits: Divine Zarongel To Acquire: Constitution Fortitude 6 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Reiko/eddiephlash: Hourglass Card 27 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Harsk/TheGreatNateO: Hourglass Card 28 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Festering Maze of Sloth
Festering Maze of Sloth Card 1: Invasion Plans
RotR Barrier 4 Traits: Cache To Defeat: Wisdom Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Festering Maze of Sloth Card 2: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Festering Maze of Sloth Card 3: Swipe
RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 4: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Festering Maze of Sloth Card 5: Elder Water Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The elemental is immune to the Mental and Poison traits. If undefeated, you move to a random other location. Festering Maze of Sloth Card 6: Augury
RotR Spell B Traits: Arcane Divine Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 7: Hag
RotR Monster 3 Traits: Hag To Defeat: Combat 15 Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait. Festering Maze of Sloth Card 8: Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Festering Maze of Sloth Card 9: Ameiko Kaijitsu
RotR Ally 1 Traits: Bard Human Rogue To Acquire: Charisma Diplomacy 7 Banish this card to add 1d6 to your check. Banish this card to return a card from your discard pile to your hand. Festering Maze of Sloth Card 10:
Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Location #2: Shrine to Lamashtu At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced. When Closing: Succeed at a Divine 6 check or banish a blessing. When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box. M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1 Located/Displayed Here: None Shrine to Lamashtu Card 1: Blessing of Desna
RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Shrine to Lamashtu Card 2: Hill Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location. Shrine to Lamashtu Card 3: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Shrine to Lamashtu Card 4: Haste
RotR Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply. Discard this card to explore your location. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Shrine to Lamashtu Card 5: Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Shrine to Lamashtu Card 6: Blessing of Torag
RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Shrine to Lamashtu Card 7: Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Shrine to Lamashtu Card 8: Shadow
RotR Monster B Traits: Incorporeal Undead To Defeat: Combat 13 The Shadow is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Shadow is undefeated. When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any. Shrine to Lamashtu Card 9: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Shrine to Lamashtu Card 10:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Location #3: Woods At This Location: Undefeated monsters other than villains or henchman are banished. When Closing: Succeed at a Wisdom or Survival 6 check. When Permanently Closed: No effect. M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Woods Card 1: Headband of Inspired Wisdom
RotR Item 4 Traits: Accessory Magic To Acquire: Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check. Woods Card 2: Cryptic Message
RotR Barrier 3 Traits: Cache To Defeat: Intelligence Knowledge 10 If defeated, you may examine the top 2 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Woods Card 3: Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Woods Card 4: Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Woods Card 5: Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Woods Card 6: Shining Child
RotR Monster 5 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Woods Card 7: Troll
RotR Monster 4 Traits: Fighter Giant Troll To Defeat: Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated. Woods Card 8: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Woods Card 9: Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Woods Card 10:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Location #4: Thassilonian Library At This Location: If you acquire a spell, reset your hand and end your turn. When Closing: Banish a spell. When Permanently Closed: No effect. M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Meliski/Zalarian, None Thassilonian Library Card 1: Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Thassilonian Library Card 2: Lizard
RotR Ally 4 Traits: Animal Arcane To Acquire: Intelligence Arcane Wisdom Survival 8 Discard this card to succeed at your Stealth or Survival check. Discard this card to explore your location. Thassilonian Library Card 3: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Thassilonian Library Card 4: Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Thassilonian Library Card 5: Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Thassilonian Library Card 6: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Thassilonian Library Card 7: Blessing of Lamashtu
RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Thassilonian Library Card 8: Tickwood Boar
RotR Monster 1 Traits: Animal To Defeat: Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2. Thassilonian Library Card 9: Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Thassilonian Library Card 10:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Location #5: Nettlemaze At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster. When Closing: Summon and defeat a random monster. When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck. M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Reiko/eddiephlash, None Nettlemaze Card 1: Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Nettlemaze Card 2: Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Nettlemaze Card 3: Mammoth
RotR Monster 4 Traits: Animal To Defeat: Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location. Nettlemaze Card 4: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Nettlemaze Card 5: Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Nettlemaze Card 6: Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Nettlemaze Card 7: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Nettlemaze Card 8: Ogrekin
RotR Monster 3 Traits: Giant Ogrekin To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4: 1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1. 2. Damage dealt by the Ogrekin is increased by 2. 3. The Ogrekin may not be evaded. 4. After the encounter, put the Ogrekin on the bottom of the location deck. Nettlemaze Card 9: Muck Graul
RotR Monster 3 Traits: Plant Ogrekin To Defeat: Combat 15 Muck Graul is immune to the Acid trait. Add 1 die to checks to defeat Muck Graul with the Fire trait. If the check to defeat does not have the Fire trait, Muck is undefeated. If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck. Nettlemaze Card 10:
Greatclub +3
RotR Weapon 4 Traits: 2-Handed Bludgeoning Club Magic Melee To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Location #6: Desecrated Vault At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated. When Closing: Succeed at a Wisdom or Divine 6 check. When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile. M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Seelah/notshown, None Desecrated Vault Card 1: Cave Bear
RotR Monster 4 Traits: Animal To Defeat: Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1. Desecrated Vault Card 2: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Desecrated Vault Card 3: Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Desecrated Vault Card 4: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Desecrated Vault Card 5: Speed
RotR Spell 1 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn. If you do not have the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Desecrated Vault Card 6: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Desecrated Vault Card 7: Shining Child
RotR Monster 4 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Desecrated Vault Card 8: Explosive Runes
RotR Barrier B Traits: Arcane Magic Trap Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Desecrated Vault Card 9: Warrior of Wrath
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Desecrated Vault Card 10: Deathweb
RotR Monster 4 Traits: Undead To Defeat: Combat 17 OR Divine 14 The Deathweb is immune to the Mental and Poison traits. Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location. If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location. ![]()
![]() Setup for 2-5C: During This Adventure: During This Scenario: When you fail a Constitution or Fortitude check or a check against a henchman, discard the top card of your deck. To win the scenario, close all locations. Additional Rules: Warrior of Wrath:
RotR Henchman 5 Type: Monster Traits: Fighter Human Wizard To Defeat: Combat 20 Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage. If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 0, Meliski/Zalarian Random Cards:
Monsters Spoiler:
Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Spoiler:
Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Spoiler:
Warlord
RotR Monster B Traits: Fighter Human Veteran To Defeat: Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any. Subtract 1 from each die rolled in your check to defeat the Warlord. Spoiler:
Ogre
RotR Monster 3 Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location. Spoiler:
Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Barriers Spoiler:
Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Spoiler:
Arcane Lock
RotR Barrier 4 Traits: Arcane Lock Magic To Defeat: Intelligence Arcane 13 OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
Dancing Scimitar +2
RotR Weapon 5 Traits: Finesse Magic Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6+2 to your combat check. Spoiler:
War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Shock Longbow +1
RotR Weapon B Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location. Spoiler:
Shortspear +3
RotR Weapon 4 Traits: Magic Melee Piercing Spear To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12. Spoiler:
Runechill Hatchet +2
RotR Weapon 4 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Incendiary Cloud
RotR Spell 3 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Charm Person
RotR Spell B Traits: Arcane Magic Mental To Acquire: Intelligence Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand. If you do not have the Arcane skill, banish this card. Spoiler:
Blizzard
RotR Spell 5 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Cold trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Cold damage. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Fire Sneeze
RotR Spell P Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait. Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine Skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. "Peppered oiil, up the nose, In with all the snot it goes. When you s ee a horse's knees, Roast them right with burning sneeze!" - Goblin Wizarding song Armors Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Chainmail of Cold Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Hide Armor of Fire Resistance
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Greater Luckstone
RotR Item 4 Traits: Magic Object To Acquire: Wisdom Survival 5 Discard this card to add 2 to your check. If you would fail a check by 2, you may bury this card to succeed. Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it. Spoiler:
BirdCruncher Crown
RotR Item P Traits: Accessory Magic To Acquire: Charisma Diplomacy 8 Reveal this card to evade a bane with the Goblin trait. When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck. "Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song. Spoiler:
Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Spoiler:
Potion of Ghostly Form
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again. Allies Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Spoiler:
Toad
RotR Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Spoiler:
Charmed Red Dragon
RotR Ally 4 Traits: Dragon To Acquire: Charisma Diplomacy Arcane Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage. If you do not acquire this card, each character at your location takes 1d4 Fire damage. Spoiler:
Zuvuzeg
RotR Ally 5 Traits: Demon Outsider To Acquire: Arcane Divine 18 If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn. Discard this card to explore your location. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Iomedae
RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Irori
RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Reiko/eddiephlash: Spoiler: Hourglass Card 2 Harsk/TheGreatNateO: Hourglass Card 1 Reiko/eddiephlash
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Seelah/notshown: Hourglass Card 2 Harsk/TheGreatNateO
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 4 Meliski/Zalarian: Hourglass Card 3 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Reiko/eddiephlash: Hourglass Card 4 Meliski/Zalarian
Runewell's Echo None Loot P Type: Blessing Traits: Divine Blessing Lissala To Acquire: Discard this card to add 1 die to any check.
Spoiler: Hourglass Card 6 Harsk/TheGreatNateO: Hourglass Card 5 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Seelah/notshown: Hourglass Card 6 Harsk/TheGreatNateO
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Meliski/Zalarian: Hourglass Card 7 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Reiko/eddiephlash: Hourglass Card 8 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Harsk/TheGreatNateO: Hourglass Card 9 Reiko/eddiephlash
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Seelah/notshown: Hourglass Card 10 Harsk/TheGreatNateO
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Meliski/Zalarian: Hourglass Card 11 Seelah/notshown
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Reiko/eddiephlash: Hourglass Card 12 Meliski/Zalarian
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Harsk/TheGreatNateO: Hourglass Card 13 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Seelah/notshown: Hourglass Card 14 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Meliski/Zalarian: Hourglass Card 15 Seelah/notshown
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 17 Reiko/eddiephlash: Hourglass Card 16 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Harsk/TheGreatNateO: Hourglass Card 17 Reiko/eddiephlash
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Seelah/notshown: Hourglass Card 18 Harsk/TheGreatNateO
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Meliski/Zalarian: Hourglass Card 19 Seelah/notshown
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Reiko/eddiephlash: Hourglass Card 20 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 22 Harsk/TheGreatNateO: Hourglass Card 21 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 23 Seelah/notshown: Hourglass Card 22 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Meliski/Zalarian: Hourglass Card 23 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Reiko/eddiephlash: Hourglass Card 24 Meliski/Zalarian
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Harsk/TheGreatNateO: Hourglass Card 25 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Seelah/notshown: Hourglass Card 26 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 28 Meliski/Zalarian: Hourglass Card 27 Seelah/notshown
Blessing of Zarongel RotR Blessing P Traits: Divine Zarongel To Acquire: Constitution Fortitude 6 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Reiko/eddiephlash: Hourglass Card 28 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 30 Harsk/TheGreatNateO: Hourglass Card 29 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Festering Maze of Sloth
Location #2: Shrine to Lamashtu
Location #3: Woods
Location #4: Thassilonian Library
Location #5: Nettlemaze
Location #6: Desecrated Vault
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![]() Random cards for the Reward: Random Cards: Armors Spoiler:
Winged Shield
RotR Armor 5 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. Discard this card to move to another location at the end of your turn. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Goblin Plate +1
RotR Armor P Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage. If you are proficient with heavy armors, bury this card instead of banishing it. If you are proficient with heavy armors, you may recharge this card when you reset your hand. "Links of steel and shiny metal, decorate with pointy nettle, Not too pretty, might be shaddy, Helps keep blood in the goblin body!" - goblin smithing song. Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Allies Spoiler:
Merchant
RotR Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Spoiler:
Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Spoiler:
Father Zantus
RotR Ally B Traits: Cleric Divine Human To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7 Recharge this card to add 1d4 to your Divine check. Bury this card to recharge 1d4+1 random cards from your discard pile. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Sarenrae
RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Sarenrae
RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Erastil
RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. ![]()
![]() Reward: Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade. Development: You’re not sure whether to cheer in victory or to heave in disgust, but the ooze-things that attacked you have fallen. You crawl unceremoniously up on the Sihedron of Sloth’s walkway, your equipment and clothes dripping with filth. Taking stock of this place is dizzying. The walkway stretches beyond your vision; in the distance are maze-like structures that seem to have no end, and a strange dome hangs suspended at the mansion’s apex. Everything smells like decay and neglect. All you can do is keep pushing forward, which you do—until a familiar disorientation overtakes your senses and your surroundings again go black. 2-5C: The Putrid Gardens When your surroundings blink back into existence, you appear to be among some sort of warped gardens. They were once likely very beautiful; a fitting refuge, even, for the Runelord of Sloth himself, as the place’s guardian implied. You can still see an occasional burst of color in between the rotten, greasy vegetation that grows everywhere wildly, and the remnants of carefully cultivated hedges now sag with weeds, moss, and other decaying overgrowth. As you make your way through the gardens, looking for any sign of activity or an exit, you come into a curious courtyard. At its center is a massive sculpture of the same man depicted on the mansion’s exterior—Krune, you guess. The Runelord of Sloth lounges in iron on a fabulous duvet, a spellbook in his hand and a magnif icent spear, its tip a mighty pointed tooth, slung across his lap. Below the statue is a pool that was likely once a fountain but has long since grown stagnant.Even stranger, this courtyard is far from abandoned. All around are peculiar humanoids, many of them bald, all wearing cloaks with clasps depicting that same whip-encircled Sihedron. Some seem almost human, while others are red- or blue-skinned, and some are covered in chains that pierce their f lesh in multiple places. They seem almost cultish in their devotion to lazing around the garden, and then it hits you: these must be cultists of Lissala, the Thassilonian goddess of runes and fate, for whom Krune served as high priest. The Sihedron of Sloth, then, was not only Krune’s private sanctum, but it’s also a temple devoted to his powerful goddess!The cultists, however, seem to care nothing for the revelations that just struck. They’ve seen you, and it seems you’re not welcome. Practically in unison they yell, “Vessels for the prophet! To arms, scions!” ![]()
![]() Obtained Cards:
Since there was too few cards for each person to try for a deck upgrade, the party gets a random card of a random type: random type: 1d6 ⇒ 3 Armor Random Armor: Invincible Breastplate (Armor 5) Please talk about upgrades etc in the Discussion. ![]()
![]() During This Adventure: During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
Additional Rules: Putrid Horror:
None Villain 5 Type: Monster Traits: Aberration To Defeat: Combat 19 All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location. Adherer:
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Wrathful Sinspawn:
RotR Henchman 1 Type: Monster Traits: Aberration To Defeat: Combat 9 Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. If defeated, you may immediately attempt to close this location. Scenario Level (#): 5 Turn: 5, Harsk/TheGreatNateO Random Cards:
Monsters Spoiler:
Shining Child
RotR Monster 5 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Spoiler:
Treachery Demon
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 21 The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand. Spoiler:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Spoiler:
Elder Water Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The elemental is immune to the Mental and Poison traits. If undefeated, you move to a random other location. Spoiler:
Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Barriers Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Spoiler:
Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Spoiler:
Arcane Lock
RotR Barrier 4 Traits: Arcane Lock Magic To Defeat: Intelligence Arcane 13 OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Weapons Spoiler:
War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Venomous Heavy Crossbow +2
RotR Weapon 5 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Venomous Dagger +2
RotR Weapon 3 Traits: Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait. When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check. Spoiler:
Venomous Heavy Crossbow +2
RotR Weapon 5 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spells Spoiler:
Swipe
RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Spoiler:
Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Scrying
RotR Spell 3 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Poison Blast
RotR Spell 4 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Armors Spoiler:
Shield of Fire Resistance
RotR Armor 1 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Deathbane Shield
RotR Armor 2 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to add the Magic trait to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Hide Armor of Fire Resistance
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Token of Remembrance
RotR Item B Traits: Arcane Divine Magic Object To Acquire: Intelligence Arcane Wisdom Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power. Spoiler:
Magic Spyglass
RotR Item 4 Traits: Magic Object To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Spoiler:
Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Spoiler:
Luckstone
RotR Item B Traits: Magic Object To Acquire: Wisdom Survival 5 Discard this card to add 1 to your check. If you would fail a check by 1, you may bury this card to succeed. Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it. Allies Spoiler:
Sheriff Hemlock
RotR Ally B Traits: Human Warrior To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to a combat check. Discard this card to explore your location. Spoiler:
Giant Badger
RotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 8 Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter. Discard this card to explore your location. Spoiler:
Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Spoiler:
Poog of Zarongel
RotR Ally P Traits: Cleric Goblin To Acquire: Charisma Diplomacy Divine 7 Recharge this card to add 3 with the Fire trait to a combat check. Bury this card to recharge 1d4 random cards from your discard pile. Discard this card to explore your location. "Poog say Zarongel is the best, He help burn things and heal the rest. Zarongel's favor makes Poog bleed. And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song Spoiler:
Eagle
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 9 Place this card on top of your deck to examine the top card of a location deck. Blessings Spoiler:
Blessing of Desna
RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler:
Blessing of Erastil
RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Lamashtu:
Blessing of Lamashtu
RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Hours Remaining: 25 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown: Spoiler: Hourglass Card 2 Meliski/Zalarian: Hourglass Card 1 Seelah/notshown
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Reiko/eddiephlash: Hourglass Card 2 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO: Hourglass Card 3 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 5 Seelah/notshown: Hourglass Card 4 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Meliski/Zalarian: Hourglass Card 5 Seelah/notshown
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Reiko/eddiephlash: Hourglass Card 6 Meliski/Zalarian
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Harsk/TheGreatNateO: Hourglass Card 7 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Seelah/notshown: Hourglass Card 8 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Meliski/Zalarian: Hourglass Card 9 Seelah/notshown
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 11 Reiko/eddiephlash: Hourglass Card 10 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Harsk/TheGreatNateO: Hourglass Card 11 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Seelah/notshown: Hourglass Card 12 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Meliski/Zalarian: Hourglass Card 13 Seelah/notshown
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Reiko/eddiephlash: Hourglass Card 14 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Harsk/TheGreatNateO: Hourglass Card 15 Reiko/eddiephlash
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Seelah/notshown: Hourglass Card 16 Harsk/TheGreatNateO
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Meliski/Zalarian: Hourglass Card 17 Seelah/notshown
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Reiko/eddiephlash: Hourglass Card 18 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 20 Harsk/TheGreatNateO: Hourglass Card 19 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Seelah/notshown: Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Meliski/Zalarian: Hourglass Card 21 Seelah/notshown
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Reiko/eddiephlash: Hourglass Card 22 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 24 Harsk/TheGreatNateO: Hourglass Card 23 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 25 Seelah/notshown: Hourglass Card 24 Harsk/TheGreatNateO
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Catacombs of Wrath
Location #2: Festering Maze of Sloth
Festering Maze of Sloth Card 1 (Sinspawn Axeman): Sinspawn Axeman
RotR Monster 5 Traits: Aberration Fighter To Defeat: Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1. Festering Maze of Sloth Card 2: Belt of Giant Strength
RotR Item 3 Traits: Accessory Magic To Acquire: Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check. Festering Maze of Sloth Card 3: Toad
RotR Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Festering Maze of Sloth Card 4: Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Festering Maze of Sloth Card 5: Shining Child
RotR Monster 4 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Festering Maze of Sloth Card 6: Restoration
RotR Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 7: Putrid Horror
None Villain 5 Type: Monster Traits: Aberration To Defeat: Combat 19 All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location. Festering Maze of Sloth Card 8:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Location #3: Nettlemaze At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster. When Closing: Summon and defeat a random monster. When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Nettlemaze Card 1: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Nettlemaze Card 2: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Nettlemaze Card 3: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Nettlemaze Card 4: Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Nettlemaze Card 5: War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Nettlemaze Card 6: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Nettlemaze Card 7:
Redcap
RotR Monster 4 Traits: Fey To Defeat: Combat 17 OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck. Location #4: Shimmerglens Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Reiko/eddiephlash, None Location #5: Deeper Dungeons
Deeper Dungeons Card 1 (Explosive Runes): Explosive Runes
RotR Barrier B Traits: Arcane Magic Trap Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Deeper Dungeons Card 2: Ranger Stash
RotR Barrier 3 Traits: Cache Lock To Defeat: Dexterity Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand. If undefeated, you may banish this barrier. Deeper Dungeons Card 3: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Deeper Dungeons Card 4: Frost Ray
RotR Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Deeper Dungeons Card 5: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Deeper Dungeons Card 6: Roc
RotR Monster 4 Traits: Animal To Defeat: Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck. Deeper Dungeons Card 7: Magic Spyglass
RotR Item 4 Traits: Magic Object To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Deeper Dungeons Card 8: Tickwood Boar
RotR Monster 1 Traits: Animal To Defeat: Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2. Deeper Dungeons Card 9:
Flaming Ranseur +3
RotR Weapon 5 Traits: 2-Handed Magic Melee Polearm Slashing To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Location #6: Thassilonian Dungeon At This Location: If you play a spell with the Arcane trait, you may immediately draw a card. When Closing: Succeed at an Intelligence or Arcane 7 check. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Thassilonian Dungeon Card 1 (Magic Full Plate): Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Thassilonian Dungeon Card 2: Headband of Inspired Wisdom
RotR Item 4 Traits: Accessory Magic To Acquire: Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check. Thassilonian Dungeon Card 3: Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Thassilonian Dungeon Card 4: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Thassilonian Dungeon Card 5: Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Thassilonian Dungeon Card 6: Major Cure
RotR Spell 3 Traits: Divine Healing Magic To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 10 check to recharge this card instead of discarding it. Thassilonian Dungeon Card 7: Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Thassilonian Dungeon Card 8: Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Thassilonian Dungeon Card 9: Light Crossbow +1
RotR Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location. Thassilonian Dungeon Card 10: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. ![]()
![]() During This Adventure: During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
Additional Rules: Putrid Horror:
None Villain 5 Type: Monster Traits: Aberration To Defeat: Combat 19 All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location. Adherer:
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 5 Turn: 1, Harsk/TheGreatNateO Random Cards:
Monsters Spoiler:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Spoiler:
Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Spoiler:
Ogrekin
RotR Monster 3 Traits: Giant Ogrekin To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4: 1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1. 2. Damage dealt by the Ogrekin is increased by 2. 3. The Ogrekin may not be evaded. 4. After the encounter, put the Ogrekin on the bottom of the location deck. Spoiler:
Troll
RotR Monster 4 Traits: Fighter Giant Troll To Defeat: Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated. Spoiler:
Muck Graul
RotR Monster 3 Traits: Plant Ogrekin To Defeat: Combat 15 Muck Graul is immune to the Acid trait. Add 1 die to checks to defeat Muck Graul with the Fire trait. If the check to defeat does not have the Fire trait, Muck is undefeated. If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck. Barriers Spoiler:
Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Spoiler:
Pit of Malfeshnekor
RotR Barrier 1 Traits: Cache To Defeat: None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage. After the encounter, banish the Pit of Malfeshnekor. Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Weapons Spoiler:
Short Sword +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Dancing Scimitar +2
RotR Weapon 5 Traits: Finesse Magic Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6+2 to your combat check. Spoiler:
Shortspear +3
RotR Weapon 4 Traits: Magic Melee Piercing Spear To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12. Spoiler:
Scythe +1
RotR Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this weapon is a 4, count it as a 5. Spoiler:
Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spells Spoiler:
Incendiary Cloud
RotR Spell 3 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Scorching Ray
RotR Spell 1 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 6 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Raise Dead
RotR Spell 5 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead. After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Frost Ray
RotR Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Armors Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Hide Armor of Fire Resistance
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Shield
RotR Armor 4 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Chainmail of Cold Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Potion of Energy Resistance
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4. Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Spoiler:
Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Chime of Unlocking
RotR Item 2 Traits: Magic Object To Acquire: Dexterity Disable 8 Reveal this card to defeat a barrier with the Lock trait. Allies Spoiler:
Sheriff Hemlock
RotR Ally B Traits: Human Warrior To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to a combat check. Discard this card to explore your location. Spoiler:
Monkey
RotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 9 Discard this card to succeed at your check to acquire an item or a weapon. Discard this card to explore your location. Spoiler:
Cyrdak Drokkus
RotR Ally 1 Traits: Bard Human To Acquire: Charisma Diplomacy 5 Recharge this card to add 1d6 to your check to acquire an ally. Banish this card to return an ally from your discard pile to your hand. Spoiler:
Zuvuzeg
RotR Ally 5 Traits: Demon Outsider To Acquire: Arcane Divine 18 If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn. Discard this card to explore your location. Spoiler:
Bear
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 Discard this card to add 2d4 to your combat check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Sarenrae
RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Norgorber
RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Erastil
RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Iomedae
RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of Lamashtu:
Blessing of Lamashtu
RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seelah/notshown: Spoiler: Hourglass Card 2 Meliski/Zalarian: Hourglass Card 1 Seelah/notshown
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Reiko/eddiephlash: Hourglass Card 2 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Harsk/TheGreatNateO: Hourglass Card 3 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Seelah/notshown: Hourglass Card 4 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 6 Meliski/Zalarian: Hourglass Card 5 Seelah/notshown
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Reiko/eddiephlash: Hourglass Card 6 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Harsk/TheGreatNateO: Hourglass Card 7 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 9 Seelah/notshown: Hourglass Card 8 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Meliski/Zalarian: Hourglass Card 9 Seelah/notshown
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Reiko/eddiephlash: Hourglass Card 10 Meliski/Zalarian
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Harsk/TheGreatNateO: Hourglass Card 11 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Seelah/notshown: Hourglass Card 12 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Meliski/Zalarian: Hourglass Card 13 Seelah/notshown
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 15 Reiko/eddiephlash: Hourglass Card 14 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Harsk/TheGreatNateO: Hourglass Card 15 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Seelah/notshown: Hourglass Card 16 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Meliski/Zalarian: Hourglass Card 17 Seelah/notshown
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Reiko/eddiephlash: Hourglass Card 18 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Harsk/TheGreatNateO: Hourglass Card 19 Reiko/eddiephlash
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Seelah/notshown: Hourglass Card 20 Harsk/TheGreatNateO
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Meliski/Zalarian: Hourglass Card 21 Seelah/notshown
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Reiko/eddiephlash: Hourglass Card 22 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 24 Harsk/TheGreatNateO: Hourglass Card 23 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Seelah/notshown: Hourglass Card 24 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Meliski/Zalarian: Hourglass Card 25 Seelah/notshown
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Reiko/eddiephlash: Hourglass Card 26 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 28 Harsk/TheGreatNateO: Hourglass Card 27 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Seelah/notshown: Hourglass Card 28 Harsk/TheGreatNateO
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Catacombs of Wrath
Catacombs of Wrath Card 1: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Catacombs of Wrath Card 2: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Catacombs of Wrath Card 3: Headband of Inspired Wisdom
RotR Item 4 Traits: Accessory Magic To Acquire: Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check. Catacombs of Wrath Card 4: Clay Golem
RotR Monster 5 Traits: Construct Golem To Defeat: Combat 21 You may not play spells with the Attack trait. If undefeated, after the encounter, bury your discard pile. Catacombs of Wrath Card 5: Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Catacombs of Wrath Card 6: Sinspawn Axeman
RotR Monster 5 Traits: Aberration Fighter To Defeat: Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1. Catacombs of Wrath Card 7: Shadow
RotR Monster B Traits: Incorporeal Undead To Defeat: Combat 13 The Shadow is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Shadow is undefeated. When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any. Catacombs of Wrath Card 8: Short Sword +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Catacombs of Wrath Card 9: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Catacombs of Wrath Card 10:
Hill Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location. Location #2: Festering Maze of Sloth At This Location: You may play no more than 1 card per check, regardless of type. When Closing: Succeed at a Constitution or Fortitude 12 check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Festering Maze of Sloth Card 1: Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Festering Maze of Sloth Card 2: Treachery Demon
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 21 The Treachery Demon may not be evaded, and is immune to the Electricity and Poison traits. Before the encounter, succeed at a Wisdom 12 check or a random character at this location takes an amount of Combat damage equal to the number of spells with the Attack trait and weapons in your hand. Festering Maze of Sloth Card 3: Sinspawn Axeman
RotR Monster 5 Traits: Aberration Fighter To Defeat: Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1. Festering Maze of Sloth Card 4: Belt of Giant Strength
RotR Item 3 Traits: Accessory Magic To Acquire: Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check. Festering Maze of Sloth Card 5: Toad
RotR Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Festering Maze of Sloth Card 6: Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Festering Maze of Sloth Card 7: Shining Child
RotR Monster 4 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Festering Maze of Sloth Card 8: Restoration
RotR Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 9: Putrid Horror
None Villain 5 Type: Monster Traits: Aberration To Defeat: Combat 19 All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location. Festering Maze of Sloth Card 10:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Location #3: Nettlemaze At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster. When Closing: Summon and defeat a random monster. When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck. M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Reiko/eddiephlash, None Nettlemaze Card 1: Shining Child
RotR Monster 5 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Nettlemaze Card 2: Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Nettlemaze Card 3: Potion of Ghostly Form
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again. Nettlemaze Card 4: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Nettlemaze Card 5: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Nettlemaze Card 6: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Nettlemaze Card 7: Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Nettlemaze Card 8: War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Nettlemaze Card 9: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Nettlemaze Card 10:
Redcap
RotR Monster 4 Traits: Fey To Defeat: Combat 17 OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck. Location #4: Shimmerglens At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location. When Closing: Succeed at a Wisdom or Divine 8 check. When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands. M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1 Located/Displayed Here: None Shimmerglens Card 1: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Shimmerglens Card 2: Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Shimmerglens Card 3: Swipe
RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Shimmerglens Card 4: Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Shimmerglens Card 5: Grizzled Mercenary
RotR Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location. Discard this card to explore your location. If you encounter a boon, banish it. Shimmerglens Card 6: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Shimmerglens Card 7: Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Shimmerglens Card 8: Ghoul Bat
RotR Monster 4 Traits: Undead To Defeat: Combat 17 Bury any card with the Magic trait played during this encounter, unless that card would be banished. Shimmerglens Card 9: Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Shimmerglens Card 10:
Conna the Wise
RotR Ally 4 Traits: Giant Sorcerer To Acquire: Charisma Diplomacy 9 Banish this card to examine the top 3 cards of a location deck. Banish this card to move to another location and explore it. Location #5: Deeper Dungeons At This Location: The difficulty of combat checks is increased by 1. When Closing: Succeed at a Constitution or Fortitude 8 check. When Permanently Closed: No effect. M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Harsk/TheGreatNateO, None Deeper Dungeons Card 1: Elder Earth Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The Elemental is immune to the Mental and Poison traits. If undefeated, put the Elemental on the bottom of the location deck. Deeper Dungeons Card 2: Explosive Runes
RotR Barrier B Traits: Arcane Magic Trap Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Deeper Dungeons Card 3: Ranger Stash
RotR Barrier 3 Traits: Cache Lock To Defeat: Dexterity Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand. If undefeated, you may banish this barrier. Deeper Dungeons Card 4: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Deeper Dungeons Card 5: Frost Ray
RotR Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Deeper Dungeons Card 6: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Deeper Dungeons Card 7: Roc
RotR Monster 4 Traits: Animal To Defeat: Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck. Deeper Dungeons Card 8: Magic Spyglass
RotR Item 4 Traits: Magic Object To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Deeper Dungeons Card 9: Tickwood Boar
RotR Monster 1 Traits: Animal To Defeat: Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2. Deeper Dungeons Card 10:
Flaming Ranseur +3
RotR Weapon 5 Traits: 2-Handed Magic Melee Polearm Slashing To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Location #6: Thassilonian Dungeon At This Location: If you play a spell with the Arcane trait, you may immediately draw a card. When Closing: Succeed at an Intelligence or Arcane 7 check. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Meliski/Zalarian, None Thassilonian Dungeon Card 1: Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Thassilonian Dungeon Card 2: Headband of Inspired Wisdom
RotR Item 4 Traits: Accessory Magic To Acquire: Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check. Thassilonian Dungeon Card 3: Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Thassilonian Dungeon Card 4: Adherer
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Thassilonian Dungeon Card 5: Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Thassilonian Dungeon Card 6: Major Cure
RotR Spell 3 Traits: Divine Healing Magic To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 10 check to recharge this card instead of discarding it. Thassilonian Dungeon Card 7: Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Thassilonian Dungeon Card 8: Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Thassilonian Dungeon Card 9: Light Crossbow +1
RotR Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location. Thassilonian Dungeon Card 10: Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. ![]()
![]() During This Adventure: During This Scenario: On your check to defeat a bane that has the Aberration trait, subtract 2.
Additional Rules: Putrid Horror:
None Villain 5 Type: Monster Traits: Aberration To Defeat: Combat 19 All damage dealt by the Putrid Horror is Acid damage. If undefeated, the Putrid Horror deals 1d4 Acid damage to each other character at your location. Adherer:
None Henchman 5 Type: Monster Traits: Aberration To Defeat: Combat 18 THEN Combat 18 If you play a weapon on your check to defeat and fail that check, bury the weapon. If defeated, you may immediately attempt to close the location this henchman came from. Scenario Level (#): 5 Turn: 0, Reiko/eddiephlash Random Cards:
Monsters Spoiler:
Skull Ripper
RotR Monster 3 Traits: Construct To Defeat: Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Spoiler:
Troll
RotR Monster 4 Traits: Fighter Giant Troll To Defeat: Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated. Spoiler:
Tickwood Boar
RotR Monster 1 Traits: Animal To Defeat: Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2. Spoiler:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Spoiler:
Hag
RotR Monster 3 Traits: Hag To Defeat: Combat 15 Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait. Barriers Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Weapons Spoiler:
Vicious Trident +1
RotR Weapon 3 Traits: Magic Melee Piercing Polearm To Acquire: Strength Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3. When you play this weapon, take 1 Force damage that may not be reduced. Spoiler:
Acidic Sling +3
RotR Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 3d4 with the acid trait. Spoiler:
Returning Throwing Axe +1
RotR Weapon B Traits: Axe Magic Ranged Slashing To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4. Spoiler:
Shortspear +3
RotR Weapon 4 Traits: Magic Melee Piercing Spear To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12. Spoiler:
Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spells Spoiler:
Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Spoiler:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Haste
RotR Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply. Discard this card to explore your location. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Fiery Weapon
RotR Spell 1 Traits: Arcane Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Hide Armor of Fire Resistance
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Winged Shield
RotR Armor 5 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. Discard this card to move to another location at the end of your turn. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Chainmail of Cold Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Cold damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Headband of Alluring Charisma
RotR Item 3 Traits: Accessory Magic To Acquire: Charisma 5 Reveal this card to add 1 to your Charisma ckeck. You may play another item on this check. Spoiler:
Headband of Alluring Charisma
RotR Item 3 Traits: Accessory Magic To Acquire: Charisma 5 Reveal this card to add 1 to your Charisma ckeck. You may play another item on this check. Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Allies Spoiler:
Giant Badger
RotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 8 Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter. Discard this card to explore your location. Spoiler:
Vale Temros
RotR Ally 3 Traits: Human Ranger To Acquire: Strength Melee 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait. Discard this card to explore your location. Spoiler:
Charmed Red Dragon
RotR Ally 4 Traits: Dragon To Acquire: Charisma Diplomacy Arcane Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage. If you do not acquire this card, each character at your location takes 1d4 Fire damage. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Shelyn
RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gorum
RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Current Hour: :
none
Traits:
Hours Remaining: 30 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/TheGreatNateO: Spoiler: Hourglass Card 2 Seelah/notshown: Hourglass Card 1 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 3 Meliski/Zalarian: Hourglass Card 2 Seelah/notshown
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Reiko/eddiephlash: Hourglass Card 3 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Harsk/TheGreatNateO: Hourglass Card 4 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Seelah/notshown: Hourglass Card 5 Harsk/TheGreatNateO
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 7 Meliski/Zalarian: Hourglass Card 6 Seelah/notshown
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Reiko/eddiephlash: Hourglass Card 7 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Harsk/TheGreatNateO: Hourglass Card 8 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 10 Seelah/notshown: Hourglass Card 9 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Meliski/Zalarian: Hourglass Card 10 Seelah/notshown
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Reiko/eddiephlash: Hourglass Card 11 Meliski/Zalarian
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Harsk/TheGreatNateO: Hourglass Card 12 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Seelah/notshown: Hourglass Card 13 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Meliski/Zalarian: Hourglass Card 14 Seelah/notshown
Blessing of Lamashtu RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 16 Reiko/eddiephlash: Hourglass Card 15 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Harsk/TheGreatNateO: Hourglass Card 16 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Seelah/notshown: Hourglass Card 17 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Meliski/Zalarian: Hourglass Card 18 Seelah/notshown
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Reiko/eddiephlash: Hourglass Card 19 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Harsk/TheGreatNateO: Hourglass Card 20 Reiko/eddiephlash
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Seelah/notshown: Hourglass Card 21 Harsk/TheGreatNateO
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Meliski/Zalarian: Hourglass Card 22 Seelah/notshown
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Reiko/eddiephlash: Hourglass Card 23 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Hourglass Card 25 Harsk/TheGreatNateO: Hourglass Card 24 Reiko/eddiephlash
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 26 Seelah/notshown: Hourglass Card 25 Harsk/TheGreatNateO
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Meliski/Zalarian: Hourglass Card 26 Seelah/notshown
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Reiko/eddiephlash: Hourglass Card 27 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 29 Harsk/TheGreatNateO: Hourglass Card 28 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 30 Seelah/notshown: Hourglass Card 29 Harsk/TheGreatNateO
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: Catacombs of Wrath
Location #2: Festering Maze of Sloth
Location #3: Nettlemaze
Location #4: Shimmerglens
Location #5: Deeper Dungeons
Location #6: Thassilonian Dungeon
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![]() 2-5B: A Legacy of Ooze Pressure rushes into your ears, your senses jolt, and the void
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![]() During This Adventure: During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card. Scenario Level (#): 5 Turn: 1, Reiko/eddiephlash Random Cards:
Monsters Spoiler:
Troll
RotR Monster 4 Traits: Fighter Giant Troll To Defeat: Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated. Spoiler:
Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Spoiler:
Troll
RotR Monster 4 Traits: Fighter Giant Troll To Defeat: Combat 18 Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated. Spoiler:
Iron Golem
RotR Monster 5 Traits: Construct Golem To Defeat: Combat 22 You may not play spells with the Attack trait. Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage: 1. Cold 2. Electricity 3. FIre 4. Ranged Combat Spoiler:
Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Barriers Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Invasion Plans
RotR Barrier 4 Traits: Cache To Defeat: Wisdom Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Weapons Spoiler:
Runechill Hatchet +2
RotR Weapon 4 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Venomous Heavy Crossbow +2
RotR Weapon 5 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Greataxe
RotR Weapon B Traits: 2-Handed Axe Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Dagger +1
RotR Weapon 1 Traits: Finesse Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Shortspear +3
RotR Weapon 4 Traits: Magic Melee Piercing Spear To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12. Spells Spoiler:
Incendiary Cloud
RotR Spell 3 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Fiery Weapon
RotR Spell 1 Traits: Arcane Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Spoiler:
Detect Evil
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Augury
RotR Spell B Traits: Arcane Divine Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Bolstering Armor
RotR Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Shield
RotR Armor 4 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Goblin Plate +1
RotR Armor P Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage. If you are proficient with heavy armors, bury this card instead of banishing it. If you are proficient with heavy armors, you may recharge this card when you reset your hand. "Links of steel and shiny metal, decorate with pointy nettle, Not too pretty, might be shaddy, Helps keep blood in the goblin body!" - goblin smithing song. Items Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Spoiler:
Headband of Epic Intelligence
RotR Item 5 Traits: Accessory Magic To Acquire: Intelligence 7 Reveal this card to add 2 to an Intelligence check. You may use another item on this check. Spoiler:
Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Spoiler:
Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Headband of Alluring Charisma
RotR Item 3 Traits: Accessory Magic To Acquire: Charisma 5 Reveal this card to add 1 to your Charisma ckeck. You may play another item on this check. Allies Spoiler:
Father Zantus
RotR Ally B Traits: Cleric Divine Human To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7 Recharge this card to add 1d4 to your Divine check. Bury this card to recharge 1d4+1 random cards from your discard pile. Spoiler:
Conna the Wise
RotR Ally 4 Traits: Giant Sorcerer To Acquire: Charisma Diplomacy 9 Banish this card to examine the top 3 cards of a location deck. Banish this card to move to another location and explore it. Spoiler:
Poog of Zarongel
RotR Ally P Traits: Cleric Goblin To Acquire: Charisma Diplomacy Divine 7 Recharge this card to add 3 with the Fire trait to a combat check. Bury this card to recharge 1d4 random cards from your discard pile. Discard this card to explore your location. "Poog say Zarongel is the best, He help burn things and heal the rest. Zarongel's favor makes Poog bleed. And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song Spoiler:
Ilsoari Gandethus
RotR Ally 1 Traits: Human Wizard To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil. Spoiler:
Toad
RotR Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Blessings Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Norgorber
RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Top of Blessing Discard Pile: Blessing of Pharasma:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Blessings Remaining: 29 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 2 Blessings Deck Card 2 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 3 Blessings Deck Card 3 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 4 Blessings Deck Card 4 Reiko/eddiephlash
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 5 Blessings Deck Card 5 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 6 Blessings Deck Card 6 Seelah/notshown
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 7 Blessings Deck Card 7 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 8 Blessings Deck Card 8 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 9 Blessings Deck Card 9 Harsk/TheGreatNateO
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 10 Blessings Deck Card 10 Seelah/notshown
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 11 Blessings Deck Card 11 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 12 Blessings Deck Card 12 Reiko/eddiephlash
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 13 Blessings Deck Card 13 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 14 Blessings Deck Card 14 Seelah/notshown
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 15 Blessings Deck Card 15 Meliski/Zalarian
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 16 Blessings Deck Card 16 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 17 Blessings Deck Card 17 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 18 Blessings Deck Card 18 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 19 Blessings Deck Card 19 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 20 Blessings Deck Card 20 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 21 Blessings Deck Card 21 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 22 Blessings Deck Card 22 Seelah/notshown
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 23 Blessings Deck Card 23 Meliski/Zalarian
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 24 Blessings Deck Card 24 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 25 Blessings Deck Card 25 Harsk/TheGreatNateO
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 26 Blessings Deck Card 26 Seelah/notshown
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 27 Blessings Deck Card 27 Meliski/Zalarian
Blessing of Zarongel RotR Blessing P Traits: Divine Zarongel To Acquire: Constitution Fortitude 6 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 28 Blessings Deck Card 28 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 29 Blessings Deck Card 29 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: City Gate
City Gate Card 1: Greatclub +3
RotR Weapon 4 Traits: 2-Handed Bludgeoning Club Magic Melee To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. City Gate Card 2: Pyromaniac Mage
RotR Ally 5 Traits: Human Wizard To Acquire: Charisma Diplomacy Intelligence Arcane 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. City Gate Card 3: Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. City Gate Card 4: Potion of Energy Resistance
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4. City Gate Card 5: Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. City Gate Card 6: Merchant
RotR Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. City Gate Card 7: Sinspawn Axeman
RotR Monster 5 Traits: Aberration Fighter To Defeat: Combat 19 Damage dealt by the Sinspawn Axeman is increased by 1d4-1. City Gate Card 8: Short Sword +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. City Gate Card 9: Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. City Gate Card 10:
Stone Head
RotR Henchman 5 Type: Barrier Traits: Magic Trap To Defeat: Combat Disable 16 You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location. If undefeated, you may return the Stone Head to the top of this location deck. If defeated, you may immediately attempt to close this location. Location #2: Courtyard At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage. When Closing: Succeed at a Dexterity or Acrobatics 10 check. When Permanently Closed: No effect. M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Reiko/eddiephlash, None Courtyard Card 1: Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Courtyard Card 2: Scythe +1
RotR Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this weapon is a 4, count it as a 5. Courtyard Card 3: Shortspear +3
RotR Weapon 4 Traits: Magic Melee Piercing Spear To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+3; you may additionally discard this card to add another 1d12. Courtyard Card 4: Grazuul
RotR Monster 3 Traits: Aquatic Fighter Giant Troll To Defeat: Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated. Courtyard Card 5: Roc
RotR Monster 4 Traits: Animal To Defeat: Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck. Courtyard Card 6: Shining Child
RotR Monster 4 Traits: Outsider To Defeat: Combat 20 The Shining Child is immune to the Fire and Poison traits. All damage dealt by the Shining Child is Fire damage. Courtyard Card 7: Potion of Energy Resistance
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4. Courtyard Card 8: Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Courtyard Card 9: Stone Head
RotR Henchman 5 Type: Barrier Traits: Magic Trap To Defeat: Combat Disable 16 You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location. If undefeated, you may return the Stone Head to the top of this location deck. If defeated, you may immediately attempt to close this location. Courtyard Card 10:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Location #3: Festering Maze of Sloth At This Location: You may play no more than 1 card per check, regardless of type. When Closing: Succeed at a Constitution or Fortitude 12 check. When Permanently Closed: No effect. M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Festering Maze of Sloth Card 1: Leaura
None Villain 5 Type: Monster Traits: Fighter Changeling To Defeat: Combat 25 THEN Combat 25 Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice for the second check; Leaura is defeated or undefeated based solely on the result of the new roll. Festering Maze of Sloth Card 2: Merchant
RotR Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. Festering Maze of Sloth Card 3: Lightning Bolt
RotR Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6. After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 4: Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Festering Maze of Sloth Card 5: Scout
RotR Monster B Traits: Human Ranger Veteran To Defeat: Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you. Festering Maze of Sloth Card 6: Deathweb
RotR Monster 4 Traits: Undead To Defeat: Combat 17 OR Divine 14 The Deathweb is immune to the Mental and Poison traits. Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location. If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location. Festering Maze of Sloth Card 7: Ranger Stash
RotR Barrier 3 Traits: Cache Lock To Defeat: Dexterity Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand. If undefeated, you may banish this barrier. Festering Maze of Sloth Card 8: Blessing of Torag
RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Festering Maze of Sloth Card 9: Poison Blast
RotR Spell 4 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Festering Maze of Sloth Card 10:
Holy Candle
RotR Item B Traits: Divine Magic Object To Acquire: Wisdom Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck. Location #4: Guard Tower At This Location: At the start of your turn, summon and encounter a Bandit henchman. When Closing: Succeed at a Strength 5 check. When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box. M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Guard Tower Card 1: Cape of Escape
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move. Guard Tower Card 2: Shock Longbow +1
RotR Weapon B Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location. Guard Tower Card 3: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Guard Tower Card 4: Stone Head
RotR Henchman 5 Type: Barrier Traits: Magic Trap To Defeat: Combat Disable 16 You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location. If undefeated, you may return the Stone Head to the top of this location deck. If defeated, you may immediately attempt to close this location. Guard Tower Card 5: Luckstone
RotR Item B Traits: Magic Object To Acquire: Wisdom Survival 5 Discard this card to add 1 to your check. If you would fail a check by 1, you may bury this card to succeed. Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it. Guard Tower Card 6: Charmed Red Dragon
RotR Ally 4 Traits: Dragon To Acquire: Charisma Diplomacy Arcane Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage. If you do not acquire this card, each character at your location takes 1d4 Fire damage. Guard Tower Card 7: Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Guard Tower Card 8: Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Guard Tower Card 9: Dancing Scimitar +2
RotR Weapon 5 Traits: Finesse Magic Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6+2 to your combat check. Guard Tower Card 10:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Location #5: Warrens At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck. When Closing: Succeed at a Dexterity or Acrobatics 6 check. When Permanently Closed: No effect. M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Warrens Card 1: Longbow +1
RotR Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location. Warrens Card 2: Stone Head
RotR Henchman 5 Type: Barrier Traits: Magic Trap To Defeat: Combat Disable 16 You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location. If undefeated, you may return the Stone Head to the top of this location deck. If defeated, you may immediately attempt to close this location. Warrens Card 3: Sheriff Hemlock
RotR Ally B Traits: Human Warrior To Acquire: Charisma Diplomacy 8 Discard this card to add 1d6 to a combat check. Discard this card to explore your location. Warrens Card 4: Arcane Lock
RotR Barrier 4 Traits: Arcane Lock Magic To Defeat: Intelligence Arcane 13 OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Warrens Card 5: Myriana
RotR Monster 3 Traits: Ghost Incorporeal Nymph Undead To Defeat: Combat 14 OR Diplomacy 10 Myriana is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, Myriana is undefeated. If undefeated, after the encounter, reset your hand and end your turn. Warrens Card 6: Giantbane Dagger +1
RotR Weapon 4 Traits: Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Warrens Card 7: Find Traps
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Warrens Card 8: Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Warrens Card 9: Eagle
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 9 Place this card on top of your deck to examine the top card of a location deck. Warrens Card 10:
Elder Water Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The elemental is immune to the Mental and Poison traits. If undefeated, you move to a random other location. Location #6: Desecrated Vault At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated. When Closing: Succeed at a Wisdom or Divine 6 check. When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile. M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Meliski/Zalarian, None Desecrated Vault Card 1: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Desecrated Vault Card 2: Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Desecrated Vault Card 3: Skull Ripper
RotR Monster 3 Traits: Construct To Defeat: Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Desecrated Vault Card 4: Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Desecrated Vault Card 5: Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Desecrated Vault Card 6: Blessing of Sarenrae
RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Desecrated Vault Card 7: BirdCruncher Crown
RotR Item P Traits: Accessory Magic To Acquire: Charisma Diplomacy 8 Reveal this card to evade a bane with the Goblin trait. When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck. "Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song. Desecrated Vault Card 8: Mammoth
RotR Monster 4 Traits: Animal To Defeat: Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location. Desecrated Vault Card 9: Ogre
RotR Monster 3 Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location. Desecrated Vault Card 10: Stone Head
RotR Henchman 5 Type: Barrier Traits: Magic Trap To Defeat: Combat Disable 16 You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location. If undefeated, you may return the Stone Head to the top of this location deck. If defeated, you may immediately attempt to close this location. ![]()
![]() During This Adventure: During This Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card. Scenario Level (#): 4 Turn: 0, Meliski/Zalarian Random Cards:
Monsters Spoiler:
Ogrekin
RotR Monster 3 Traits: Giant Ogrekin To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4: 1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1. 2. Damage dealt by the Ogrekin is increased by 2. 3. The Ogrekin may not be evaded. 4. After the encounter, put the Ogrekin on the bottom of the location deck. Spoiler:
Hill Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location. Spoiler:
Succubus
RotR Monster 5 Traits: Demon Outsider To Defeat: Combat 17 The Succubus is immune to the Electricity, Fire, and Poison traits. Succeed at an Arcane or Divine 10 check or you may not play spells with the Attack trait. If undefeated, the Succubus deals no damage; instead, bury a blessing of your choice from your hand, or bury your entire hand if you have no blessings. Spoiler:
Sneak
RotR Monster B Traits: Human Rogue Veteran To Defeat: Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any. Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice. Spoiler:
Cave Bear
RotR Monster 4 Traits: Animal To Defeat: Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1. Barriers Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: Wisdom Perception Dexterity Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Spoiler:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Weapons Spoiler:
Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Horsechopper +1
RotR Weapon P Traits: 2-Handed Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4. If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result. "Trip the horse, watch him drop, As he whinnies, chop, chop, chop! Don't stop there, 'cause horse is big; When it croaks, dance goblin jig!" - Goblin festival song Spoiler:
Longsword +2
RotR Weapon 3 Traits: Magic Melee Slashing Sword To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Greataxe
RotR Weapon B Traits: 2-Handed Axe Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Spoiler:
Poison Blast
RotR Spell 4 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 12 For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Fire Sneeze
RotR Spell P Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait. Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine Skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. "Peppered oiil, up the nose, In with all the snot it goes. When you s ee a horse's knees, Roast them right with burning sneeze!" - Goblin Wizarding song Spoiler:
Swipe
RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Spoiler:
Haste
RotR Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply. Discard this card to explore your location. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Armors Spoiler:
Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Reflecting Shield
RotR Armor 4 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Shield of Fire Resistance
RotR Armor 1 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Hide Armor of Fire Resistance
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Spoiler:
Potion of Ghostly Form
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again. Spoiler:
Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Spoiler:
Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Amulet of Fiery Fists
RotR Item 4 Traits: Accessory Magic To Acquire: Wisdom Divine 7 OR Intelligence Arcane 9 Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check. Allies Spoiler:
Toad
RotR Ally 1 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 7 Bury this card to put a spell from your discard pile into your hand. Discard this card to explore your location. Spoiler:
Cat
RotR Ally 3 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 8 Reveal this card to add 2 to your check to recharge a spell. Discard this card to explore your location. Spoiler:
Yap the Pixie
RotR Ally 3 Traits: Pixie To Acquire: Charisma Diplomacy 2 Discard this card to attempt a Charisma or Diplomacy 6 check; if you succeed, evade a monster whose highest difficulty to defeat is 18 or lower. Discard this card to explore your location. Spoiler:
Monkey
RotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 9 Discard this card to succeed at your check to acquire an item or a weapon. Discard this card to explore your location. Spoiler:
Elven Sharpshooter
RotR Ally 5 Traits: Elf Ranger To Acquire: Charisma Diplomacy Dexterity Ranged 12 Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Irori
RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Shelyn
RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Top of Blessing Discard Pile: :
[/b]
Traits: To Acquire: Blessings Remaining: 30 [b]Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Reiko/eddiephlash
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 2 Blessings Deck Card 2 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 3 Blessings Deck Card 3 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 4 Blessings Deck Card 4 Meliski/Zalarian
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 5 Blessings Deck Card 5 Reiko/eddiephlash
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 6 Blessings Deck Card 6 Harsk/TheGreatNateO
Blessing of Calistria RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 7 Blessings Deck Card 7 Seelah/notshown
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 8 Blessings Deck Card 8 Meliski/Zalarian
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 9 Blessings Deck Card 9 Reiko/eddiephlash
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 10 Blessings Deck Card 10 Harsk/TheGreatNateO
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 11 Blessings Deck Card 11 Seelah/notshown
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 12 Blessings Deck Card 12 Meliski/Zalarian
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 13 Blessings Deck Card 13 Reiko/eddiephlash
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 14 Blessings Deck Card 14 Harsk/TheGreatNateO
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 15 Blessings Deck Card 15 Seelah/notshown
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 16 Blessings Deck Card 16 Meliski/Zalarian
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 17 Blessings Deck Card 17 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 18 Blessings Deck Card 18 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 19 Blessings Deck Card 19 Seelah/notshown
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 20 Blessings Deck Card 20 Meliski/Zalarian
Blessing of Irori RotR Blessing B Traits: Divine Irori To Acquire: Intelligence 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Intelligence check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 21 Blessings Deck Card 21 Reiko/eddiephlash
Blessing of Desna RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler: Blessings Deck Card 22 Blessings Deck Card 22 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 23 Blessings Deck Card 23 Seelah/notshown
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 24 Blessings Deck Card 24 Meliski/Zalarian
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 25 Blessings Deck Card 25 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 26 Blessings Deck Card 26 Harsk/TheGreatNateO
Blessing of Iomedae RotR Blessing B Traits: Divine Iomedae To Acquire: Charisma 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Charisma check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 27 Blessings Deck Card 27 Seelah/notshown
Blessing of Sarenrae RotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Constitution check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 28 Blessings Deck Card 28 Meliski/Zalarian
Blessing of Zarongel RotR Blessing P Traits: Divine Zarongel To Acquire: Constitution Fortitude 6 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Blessings Deck Card 29 Blessings Deck Card 29 Reiko/eddiephlash
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Blessings Deck Card 30 Blessings Deck Card 30 Harsk/TheGreatNateO
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Location #1: City Gate
Location #2: Courtyard
Location #3: Festering Maze of Sloth
Location #4: Guard Tower
Location #5: Warrens
Location #6: Desecrated Vault
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![]() Development:
Adventure 5: Bastion of the Waking Rune
2-5A: A Runelord's Respite
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![]() Deck upgrades:
AD Reward: For the rest of the Adventure Path, at the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand. Note this reward on your Chronicle sheet. Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Robe of Runes. At the end of each scenario, return the loot to the game box. ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 16, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Dire Badger
Core Monster 1 Traits: Animal To Defeat: Combat 11 OR Perception Survival 6 If undefeated, shuffle this monster into a random location. If defeated by a combat check, suffer 1d4 Combat damage. Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spoiler:
Guard Dog
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Charisma Survival 6 Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster. Spoiler:
Swamp Ooze
Core Monster 1 Traits: Acid Ooze To Defeat: Combat 9 Immune to Cold, Fire, Mental, and Poison. After acting, each local character either recharges an armor or suffers 1 Acid damage. Spoiler:
Goblin Troublemaker
Core Monster 0 Traits: Goblin To Defeat: Combat 9 Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4: 1. Suffer 1d4-1 Ranged Combat damage. 2. Suffer 1 Fire damage. 3. Suffer the scourge Poisoned. 4. Recharge a card. Barriers Spoiler:
Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Spoiler:
Acid-spraying Skull
CotCT Barrier 1 Traits: Acid Trap To Defeat: Dexterity Acrobatics Disable Perception 4 If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage. Spoiler:
Ingratiating Minion
Core Barrier 1 Traits: Task To Defeat: Charisma Diplomacy Knowledge 7 If undefeated, suffer the scourge Exhausted, then summon and encounter the danger. If defeated, examine the top card of your location; you may ignore effects that trigger when examined. Spoiler:
Lost Local
Core Barrier 0 Traits: Task To Defeat: Charisma Diplomacy 5 OR Survival 7 If undefeated, suffer the scourge Dazed and end your turn. Spoiler:
Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Weapons Spoiler:
Dagger
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 3 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4. 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:
Sling
Core Weapon 0 Traits: Ranged Sling To Acquire: Dexterity Ranged 3 For your combat check, reveal to use Dexterity or Ranged + 1d4. On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Rapier
Core Weapon 0 Traits: Finesse Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 5 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4. Spoiler:
Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Spoiler:
Keen Rapier
Core Weapon 1 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 9 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. Spells Spoiler:
Fire Bolt
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Spoiler:
Toxic Cloud
CotCT Spell 1 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Freely display. While displayed: * On combat checks to defeat monsters, add 1d6 and the Poison trait. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Harrowstrike
CotCT Spell 1 Traits: Arcane Attack Divine Force Harrow Magic To Acquire: Intelligence Arcane 7 OR Wisdom Divine 8 Display. While displayed: * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6. * At the end of your turn, banish. DURING RECOVERY
Spoiler:
Enchant Weapon
Core Spell 0 Traits: Arcane Magic 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:
Bloodscent
CotCT Spell 1 Traits: Arcane Magic Divine To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7 On a local Knowledge, Perception, or Survival check, banish to add 1d10. If the character succeeds, you may examine the top card of any location. DURING RECOVERY
Armors Spoiler:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Quilted Cloth Armor
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 1. * When you suffer Ranged Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Leather Armor
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 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. Spoiler:
Magic Hide Armor
CotCT Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 7 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 modifier. Items Spoiler:
Wand of Force Missile
CotCT Item 1 Traits: Arcane Attack Force Magic Wand To Acquire: Intelligence Arcane 6 For your combat check, bury or banish to use Arcane + 2d4. On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits. DURING RECOVERY
Spoiler:
Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Spoiler:
Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Spoiler:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Sage's Journal
Core Item 0 Traits: Book To Acquire: Intelligence Knowledge 6 On your check against a story bane, reveal to add 1d4. On a local check against a bane, bury to add your Knowledge. Allies Spoiler:
Archer
Core Ally 0 Traits: Human Ranger To Acquire: Charisma Diplomacy Ranged 4 On a local Dexterity or Ranged check, recharge to add 1d4. Discard to explore. This exploration, on your Dexterity and Ranged checks, add 1d4. Spoiler:
Pig
CotCT Ally 0 Traits: Animal To Acquire: Wisdom Survival 3 On a local Constitution or Charisma check, recharge to add 1d4. Discard to explore. This exploration, when you defeat a monster, heal a card. Spoiler:
Droogami
Core Ally 1 Traits: Animal Owner: Lini To Acquire: Wisdom Survival 6 On a local combat or Survival check, recharge to add 1d4. Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4. If you are this card's owner, recharge it instead. You may not use this power during an encounter. Spoiler:
Gentleman Explorer
CotCT Ally 1 Traits: Human Trigger To Acquire: Charisma Diplomacy 8 OR Knowledge 5 On a local check against a barrier or an ally, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. Spoiler:
Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. 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:
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:
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:
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 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. Hour Power: No effect. Top of Blessing Discard Pile: 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. Blessings Remaining: 14 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Boat Card 2: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 3:
Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 14, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue 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. Spoiler:
Spider Swarm
CotCT Monster 1 Traits: Swarm Vermin To Defeat: Combat 10 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. If undefeated, suffer the scourge Poisoned. Spoiler:
Dire Badger
Core Monster 1 Traits: Animal To Defeat: Combat 11 OR Perception Survival 6 If undefeated, shuffle this monster into a random location. If defeated by a combat check, suffer 1d4 Combat damage. 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:
Goblin Troublemaker
Core Monster 0 Traits: Goblin To Defeat: Combat 9 Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4: 1. Suffer 1d4-1 Ranged Combat damage. 2. Suffer 1 Fire damage. 3. Suffer the scourge Poisoned. 4. Recharge a card. Barriers Spoiler:
Dissident Guard
CotCT Barrier 1 Traits: Task To Defeat: Charisma Diplomacy 6 If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character. If defeated, draw a new ally. 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:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task 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:
Poison Gas
Core Barrier 1 Traits: Poison Trap 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:
Concealed Hatch
CotCT Barrier 1 Traits: Lock To Defeat: Strength 5 OR Disable 3 Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3. If undefeated, reload this barrier into its location. Weapons Spoiler:
Returning Throwing Axe
Core Weapon 1 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 10 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1. If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check. Spoiler:
Cold Iron Greatsword
CotCT Weapon 1 Traits: 2-Handed Melee Slashing Sword To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. 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:
Allying Dart
Core Weapon 1 Traits: Dart Magic Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll. On another local character's combat check, freely reload to add 1d4+1. Spoiler:
Glorious Warhammer
Core Weapon 1 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers. Recharge to examine the top card of your location. Spoiler:
Battleaxe
Core Weapon 0 Traits: Axe Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8. Spells Spoiler:
Minor Harrowing
CotCT Spell 1 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 7 OR Wisdom Divine 8 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 1; if the hour has a Suit trait matching the adventure's harrow suit, add 1d4 instead. * When this location is closed, banish. DURING RECOVERY
Spoiler:
Holy Light
Core Spell 1 Traits: Divine Magic To Acquire: Wisdom Divine 8 For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Spoiler:
Revitalize
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 Banish to heal each local character a card. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Force Missile
Core Spell 0 Traits: Arcane Attack Force Magic To Acquire: Intelligence Arcane 4 For your combat check, banish to use Arcane + 2d4. On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead. Spoiler:
Immolate
CotCT Spell 0 Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 5 For your combat check, banish to use Arcane or Divine + 2d4. On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait. DURING RECOVERY
Armors Spoiler:
Magic Chain Mail
CotCT Armor 1 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may recharge 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:
Quilted Cloth Armor
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 1. * When you suffer Ranged Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Archer's Kite Shield
CotCT Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 5 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1. If proficient, on your Ranged combat check, you may ignore the Offhand trait on this card and freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Slick Leather
CotCT Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * On your check to move, add 1d10. * 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. Spoiler:
Heavy Shield
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 4 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Crowbar
Core Item 0 Traits: Tool To Acquire: Strength Melee 3 On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Spoiler:
Elixir of Love
CotCT Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 6 On your Diplomacy check to acquire an ally, banish to add 2d10. On your Diplomacy check against a bane, banish to add 1d10. DURING RECOVERY
Spoiler:
Bracers of Protection
Core Item 0 Traits: Accessory Magic To Acquire: Intelligence Arcane 5 When you suffer Combat damage, freely reveal to reduce it by 1. When you suffer any damage, recharge to reduce it by 1. Spoiler:
Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Spoiler:
Holy Symbol
CotCT Item 0 Traits: Accessory Magic To Acquire: Wisdom Divine 4 On your Divine non-combat check, reveal to add 1d4. Discard to heal a Divine spell. Allies Spoiler:
Guide
Core Ally 0 Traits: Hireling Human To Acquire: Charisma Diplomacy 5 On a local check to close or to guard, recharge to add 1d6. Discard to explore. This exploration, on your checks to close your location, add 1d6. Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Dog
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 3 Recharge to examine the top card of your location. Discard to explore. This exploration, you may ignore powers that happen before acting. Spoiler:
Harrower
CotCT Ally 0 Traits: Human Medium To Acquire: Charisma Diplomacy 4 OR Knowledge 5 Recharge to examine the top 3 cards of any character's deck and return them in any order. Discard to examine the top card of your location, then you may explore. Spoiler:
Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Blessings Spoiler:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The Peacock
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler:
The 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:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Hour Power: No effect. Top of Blessing Discard Pile: 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. Blessings Remaining: 16 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 2: Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Boat Card 3: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 4:
Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 13, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Spider Swarm
CotCT Monster 1 Traits: Swarm Vermin To Defeat: Combat 10 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. If undefeated, suffer the scourge Poisoned. Spoiler:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Spoiler:
Allip
Core Monster 1 Traits: Incorporeal Undead To Defeat: Combat 14 OR Divine 8 Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, suffer the scourge Dazed. Spoiler:
Werewolf
Core Monster 1 Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Barriers Spoiler:
Imps and House Drakes
CotCT Barrier 0 Traits: Devil Dragon Outsider Skirmish To Defeat: Combat 10 OR Arcane Survival 6 On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4. If undefeated, suffer the scourge Poisoned. 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:
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:
Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Spoiler:
Drowning Mud
Core Barrier 1 Traits: Obstacle To Defeat: Strength Survival 6 OR Constitution Fortitude 8 If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted. Weapons Spoiler:
Seeking Shortbow
Core Weapon 1 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 11 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Throwing Axe
Core Weapon 1 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 10 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1. If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check. Spoiler:
Quarterstaff of Vaulting
Core Weapon 1 Traits: 2-Handed Bludgeoning Magic Melee Staff To Acquire: Strength Melee 8 OR Acrobatics 6 For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6. Recharge to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Kukri
CotCT Weapon 0 Traits: Finesse Knife Melee Slashing To Acquire: Strength Acrobatics Melee 4 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally recharge to add another 1d4. Spoiler:
Scimitar
CotCT Weapon 0 Traits: Finesse Melee Slashing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 7 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8. Spells Spoiler:
Invisibility
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local Stealth check, banish to add 2d10. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Spoiler:
Aid
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Frozen Touch
CotCT Spell 0 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 5 For your combat check, banish to use Arcane or Divine + 2d4. When a local character encounters an Undead monster, banish to let them evade it. DURING RECOVERY
Spoiler:
Frost Ray
CotCT Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 7 For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6. DURING RECOVERY
Spoiler:
Detect Evil
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Armors Spoiler:
Helm
Core Armor 0 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 4 When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Heavy Shield
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 4 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Half-plate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Klar
CotCT Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude Melee Survival 5 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Antiplague
CotCT Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * On this character's checks against Disease or Poison cards, add 1d8. * You may banish to remove the scourge Plagued or Poisoned from this character. * At the end of the scenario, banish. DURING RECOVERY
Spoiler:
Elixir of Love
CotCT Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 6 On your Diplomacy check to acquire an ally, banish to add 2d10. On your Diplomacy check against a bane, banish to add 1d10. DURING RECOVERY
Spoiler:
Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Spoiler:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Allies Spoiler:
Acadamae Student
CotCT Ally 0 Traits: Human Wizard To Acquire: Intelligence Arcane 3 OR Charisma Diplomacy 6 On a local Arcane check or a local check against an Outsider bane, recharge to add 1d4. Discard to explore. This exploration, on your first Arcane check, add 1d4. Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Merchant
CotCT Ally 0 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard to give a card to another character. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Bat
Core Ally 0 Traits: Animal To Acquire: Wisdom Perception Survival 4 On a local Ranged or Survival check, recharge to add 1d4. Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4. Blessings 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 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:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine 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:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
The 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. Hour Power: If you are at a Wild location, you may discard a card to explore. Top of Blessing Discard Pile: Erastil's Eye:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine 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. Blessings Remaining: 17 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 2: Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Boat Card 3: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 4:
Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 12, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Giant Fly
Core Monster 1 Traits: Vermin To Defeat: Combat 10 If undefeated, bury a random card from your discards. After acting, shuffle this monster into a random other 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. Spoiler:
Swamp Ooze
Core Monster 1 Traits: Acid Ooze To Defeat: Combat 9 Immune to Cold, Fire, Mental, and Poison. After acting, each local character either recharges an armor or suffers 1 Acid damage. Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spoiler:
Zombie
Core Monster 0 Traits: Undead Zombie To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Barriers Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task 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:
Poison Gas
Core Barrier 1 Traits: Poison Trap 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:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task 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:
Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Spoiler:
Door Spike
Core Barrier 1 Traits: Trap To Defeat: Dexterity Wisdom Disable Perception 8 If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage. Weapons Spoiler:
Starknife
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4. 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:
Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Spoiler:
Scimitar
CotCT Weapon 0 Traits: Finesse Melee Slashing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 7 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8. Spoiler:
Longbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d8. 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:
Shortbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged Stealth 5 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6. If proficient, on another character's combat check, freely discard to add 1d6. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Frostbite
Core Spell 0 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Arcane 6 OR Wisdom Divine 8 For your combat check, banish to use Arcane + 2d4 or Divine + 2d4. If the check is against a bane, when you suffer damage from it, reduce it by 1. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead. Spoiler:
Force Missile
Core Spell 0 Traits: Arcane Attack Force Magic To Acquire: Intelligence Arcane 4 For your combat check, banish to use Arcane + 2d4. On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead. Spoiler:
Frost Ray
CotCT Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 7 For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6. DURING RECOVERY
Spoiler:
Fiery Glare
Core Spell 0 Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Arcane 5 OR Wisdom Divine 7 For your combat check, banish to use Arcane + 2d4 or Divine + 2d4. When you encounter a boon during your exploration, banish this spell to banish the boon and explore. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead. Spoiler:
Levitate
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 5 OR Wisdom Divine 6 At the start of any turn or during any move step, banish to move a local character. Banish to examine the top card of an occupied location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 7 or Divine 8 check to recharge it instead. Armors Spoiler:
Half-plate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Slick Leather
CotCT Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * On your check to move, add 1d10. * 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. Spoiler:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Hide Armor
CotCT Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 7 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 modifier. Spoiler:
Studded Leather Armor
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. Items Spoiler:
Wand of Force Missile
CotCT Item 1 Traits: Arcane Attack Force Magic Wand To Acquire: Intelligence Arcane 6 For your combat check, bury or banish to use Arcane + 2d4. On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits. DURING RECOVERY
Spoiler:
Horn of Battle Clarity
CotCT Item 0 Traits: Instrument Magic To Acquire: Charisma Melee Ranged 6 On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card. Discard to heal a Hireling or Soldier card. Spoiler:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. Spoiler:
Harrow Deck
CotCT Item 1 Traits: Gambling Harrow Magic Mental Tool To Acquire: Wisdom Perception 10 Recharge to examine the top 3 cards of any character's deck and return them in any order. Banish to examine the top 3 cards of any location and return them in any order. DURING RECOVERY
Spoiler:
Spiked Gauntlet
CotCT Item 0 Traits: Accessory Piercing To Acquire: Strength Melee 4 On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check. Allies Spoiler:
Standard Bearer
Core Ally 1 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 6 On a local Strength or Constitution check, recharge to add 1d4. Discard to explore. This exploration, on your checks against story banes, add 1d4. Spoiler:
Pig
CotCT Ally 0 Traits: Animal To Acquire: Wisdom Survival 3 On a local Constitution or Charisma check, recharge to add 1d4. Discard to explore. This exploration, when you defeat a monster, heal a card. Spoiler:
Merchant
CotCT Ally 0 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard to give a card to another character. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Spider
CotCT Ally 0 Traits: Vermin To Acquire: Wisdom Fortitude Survival 4 On your combat check, reload to add 1d4 and the Poison trait. Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4. Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Blessings Spoiler:
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. 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:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine 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:
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 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. Hour Power: If you are at a Wild location, you may discard a card to explore. Top of Blessing Discard Pile: Erastil's Eye:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine 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. Blessings Remaining: 18 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: 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. Boat Card 2: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 3: Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Boat Card 4: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 5:
Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 10, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Sneak
CotCT Monster 0 Traits: Human Rogue To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Wolf Pack
Core Monster 0 Traits: Animal To Defeat: Combat 11 OR Survival 6 Before acting, a local character summons and encounters this monster. If the check to defeat has the Attack or Ranged trait, you may reroll. Spoiler:
Rat Swarm
Core Monster 0 Traits: Animal Swarm To Defeat: Combat 9 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Spoiler:
Boggard
CotCT Monster 1 Traits: Aquatic Boggard To Defeat: Combat 10 If you are at an Aquatic location, the difficulty to defeat is increased by 1d4. If undefeated, suffer the scourge Frightened. Spoiler:
Strangler
CotCT Monster 1 Traits: Aberration To Defeat: Combat 10 Cannot be evaded. Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter. Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck. Barriers Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap 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:
Haughty Nobles
Core Barrier 1 Traits: Cache Task 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:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Spoiler:
Door Spike
Core Barrier 1 Traits: Trap To Defeat: Dexterity Wisdom Disable Perception 8 If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage. Spoiler:
Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Weapons Spoiler:
Earthbreaker
CotCT Weapon 1 Traits: 2-Handed Bludgeoning Hammer Melee To Acquire: Strength Melee 8 For your combat check, reveal to use Strength or Melee + 1d12; 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, recharge to add 1d6. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Warhammer
Core Weapon 0 Traits: Hammer Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, against a monster, you may additionally reload to ignore its after acting powers. Spoiler:
Heavy Crossbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reload to use Dexterity or Ranged + 1d10. On a distant combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Glorious Warhammer
Core Weapon 1 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to ignore its after acting powers. Recharge to examine the top card of your location. Spoiler:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant 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:
Immolate
CotCT Spell 0 Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 5 For your combat check, banish to use Arcane or Divine + 2d4. On a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait. DURING RECOVERY
Spoiler:
Viper Strike
Core Spell 0 Traits: Arcane Attack Divine Magic Poison To Acquire: Intelligence Wisdom Arcane Divine 5 For your combat check, banish to use Arcane + 2d4 or Divine + 2d4. On a local combat check, banish to add 1d12 and the Attack, Magic, and Poison traits. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Cure
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Force Missile
Core Spell 0 Traits: Arcane Attack Force Magic To Acquire: Intelligence Arcane 4 For your combat check, banish to use Arcane + 2d4. On another character's combat check, banish to add 2d4 and the Attack, Force, and Magic traits. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead. Spoiler:
Fire Bolt
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 2d6. If you have a role card, you may add another 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Armors Spoiler:
Armored Coat
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Hide Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude Survival 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival modifier. Spoiler:
Covering Heavy Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. When a local character suffers Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Spiked Breastplate
CotCT Armor 1 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits. Items Spoiler:
Harrow Deck
CotCT Item 1 Traits: Gambling Harrow Magic Mental Tool To Acquire: Wisdom Perception 10 Recharge to examine the top 3 cards of any character's deck and return them in any order. Banish to examine the top 3 cards of any location and return them in any order. DURING RECOVERY
Spoiler:
Cape of Escape
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 Discard to move, or to evade your encounter then move. You succeed at any check required to move. Spoiler:
Spiked Gauntlet
CotCT Item 0 Traits: Accessory Piercing To Acquire: Strength Melee 4 On your combat check, reveal to add 1 and the Melee and Piercing traits; you may additionally reload to add 1d4. You may not play weapons or Attack spells on this check. Spoiler:
Noxious Bomb
Core Item 0 Traits: Alchemical Attack Liquid Poison To Acquire: Intelligence Craft 5 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Spoiler:
Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Allies Spoiler:
Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Korvosan Guard
CotCT Ally 0 Traits: Human Perception To Acquire: Charisma Diplomacy 6 OR Melee Ranged 5 When a local character suffers damage, recharge to reduce it by 1. Discard to explore. This exploration, when you suffer damage, reduce it by 1. Spoiler:
Clockwork Servant
Core Ally 1 Traits: Construct To Acquire: Intelligence Craft 6 On a local Intelligence or Craft check, recharge to add 1d6. Bury or banish to explore. DURING RECOVERY You may succeed at a Craft 8 check to recharge this card. Spoiler:
Bound Imp
CotCT Ally 1 Traits: Devil Outsider To Acquire: Intelligence Wisdom Arcane Divine 6 While this card is in your hand or when you play it, treat it as either a monster or an ally. Recharge to draw a card. Banish to draw 2 cards. DURING RECOVERY
Spoiler:
Leech
CotCT Ally 1 Traits: Healing Vermin To Acquire: Wisdom Knowledge Survival 6 Recharge to heal a local character 1d4-1 cards. Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait. Blessings Spoiler:
The Peacock
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Spoiler:
The 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 Mountain Man
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler:
The 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:
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. Hour Power: All damage is Mental damage that cannot be reduced. Top of Blessing Discard Pile: The Carnival:
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. Blessings Remaining: 20 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1 (Cave Lizard): Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 2: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 3: 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. Boat Card 4: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 5:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 9, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Spoiler:
Mercenary
Core Monster 1 Traits: Human Warrior 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:
Werewolf
Core Monster 1 Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Spoiler:
Ghoul
Core Monster 1 Traits: Ghoul Undead To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Spoiler:
Goblin Troublemaker
Core Monster 0 Traits: Goblin To Defeat: Combat 9 Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4: 1. Suffer 1d4-1 Ranged Combat damage. 2. Suffer 1 Fire damage. 3. Suffer the scourge Poisoned. 4. Recharge a card. Barriers Spoiler:
Razor Snare
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable Survival 6 If undefeated, suffer the scourges Entangled and Wounded, then end your turn. Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap 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:
Haughty Nobles
Core Barrier 1 Traits: Cache Task 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 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:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Weapons Spoiler:
Elven Curve Blade
CotCT Weapon 1 Traits: 2-Handed Finesse Melee Slashing Sword To Acquire: Strength Melee 8 For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Longbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d8. 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:
Rapier
Core Weapon 0 Traits: Finesse Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 5 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4. Spoiler:
Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Spoiler:
Bolas
CotCT Weapon 0 Traits: Chain Ranged To Acquire: Dexterity Ranged 5 For your combat check, reveal to use Dexterity or Ranged + 1d4; 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:
Acid Burst
CotCT Spell 0 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 4 For your combat or Disable check, banish to use Arcane + 2d4. DURING RECOVERY
Spoiler:
Divine Insight
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 On any check to defeat a barrier, banish to add 2d6. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Magic Eye
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 7 Banish to examine the top 3 cards of your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead. Spoiler:
Sonic Blast
CotCT Spell 1 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
Spoiler:
False Life
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 4 Display. While displayed: * When you suffer damage, banish to reduce it by 5. * At the end of the scenario, banish. DURING RECOVERY
Armors Spoiler:
Magic Leather Armor
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 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. Spoiler:
Tower Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, on a local combat check, freely discard to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Covering Heavy Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. When a local character suffers Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Studded Leather Armor
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. Spoiler:
Helm
Core Armor 0 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 4 When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Blast Stone
Core Item 0 Traits: Alchemical Object To Acquire: Intelligence Craft 4 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Flame Staff
Core Item 0 Traits: Attack Fire Magic Staff To Acquire: Arcane Divine 4 For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8. Spoiler:
Plague Mask
CotCT Item 0 Traits: Accessory To Acquire: Intelligence Craft 4 On your check against a Disease or Poison card, reveal to add 1d4. When you would suffer the scourge Plagued or Poisoned, reload to not suffer it. Spoiler:
Antiplague
CotCT Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * On this character's checks against Disease or Poison cards, add 1d8. * You may banish to remove the scourge Plagued or Poisoned from this character. * At the end of the scenario, banish. DURING RECOVERY
Spoiler:
Wand of Acid Burst
CotCT Item 1 Traits: Acid Arcane Attack Magic Wand To Acquire: Intelligence Arcane 6 For your combat or Disable check, bury or banish to use Arcane + 2d4. DURING RECOVERY
Allies Spoiler:
Bound Imp
CotCT Ally 1 Traits: Devil Outsider To Acquire: Intelligence Wisdom Arcane Divine 6 While this card is in your hand or when you play it, treat it as either a monster or an ally. Recharge to draw a card. Banish to draw 2 cards. DURING RECOVERY
Spoiler:
Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler:
Dog
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 3 Recharge to examine the top card of your location. Discard to explore. This exploration, you may ignore powers that happen before acting. Spoiler:
Harrower
CotCT Ally 0 Traits: Human Medium To Acquire: Charisma Diplomacy 4 OR Knowledge 5 Recharge to examine the top 3 cards of any character's deck and return them in any order. Discard to examine the top card of your location, then you may explore. Spoiler:
Gentleman Explorer
CotCT Ally 1 Traits: Human Trigger To Acquire: Charisma Diplomacy 8 OR Knowledge 5 On a local check against a barrier or an ally, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. Blessings Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine 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:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
The Beating
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire: Strength Melee 4+# On a local check, bury this card and any number of cards to bless once for each card buried. Discard to explore. Spoiler:
The 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:
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. Hour Power: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. Top of Blessing Discard Pile: Torag's Power:
Torag's Power
Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Blessings Remaining: 21 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
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: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 2: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 3: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 4: 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. Boat Card 5: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 6:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 8, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Guard Dog
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Charisma Survival 6 Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster. Spoiler:
Sneak
CotCT Monster 0 Traits: Human Rogue To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Hell Hound
CotCT Monster 1 Traits: Outsider To Defeat: Combat 10 Immune to Fire. Vulnerable to Cold. Before acting, each local character suffers 1 Fire damage. Spoiler:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Spoiler:
Mercenary
Core Monster 1 Traits: Human Warrior 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. Barriers Spoiler:
Acid-spraying Skull
CotCT Barrier 1 Traits: Acid Trap To Defeat: Dexterity Acrobatics Disable Perception 4 If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage. Spoiler:
Dissident Guard
CotCT Barrier 1 Traits: Task To Defeat: Charisma Diplomacy 6 If undefeated, suffer the scourge Entangled and bury a random supporter displayed next to any character. If defeated, draw a new ally. Spoiler:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Spoiler:
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:
Razor Snare
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable Survival 6 If undefeated, suffer the scourges Entangled and Wounded, then end your turn. Weapons Spoiler:
Sling
Core Weapon 0 Traits: Ranged Sling To Acquire: Dexterity Ranged 3 For your combat check, reveal to use Dexterity or Ranged + 1d4. On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Mace
Core Weapon 0 Traits: Mace Melee To Acquire: Strength Melee 4 For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers. Spoiler:
Heavy Crossbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reload to use Dexterity or Ranged + 1d10. On a distant combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Throwing Axe
Core Weapon 1 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 10 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1. If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card on this check. Spoiler:
Battleaxe
Core Weapon 0 Traits: Axe Melee To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally discard to add another 1d8. Spells Spoiler:
Cure
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Magic Eye
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 7 Banish to examine the top 3 cards of your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead. Spoiler:
Acid Arrow
Core Spell 0 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 4 For your combat check, banish to use Arcane + 2d4. On a distant combat check, banish to add 2d4 and the Acid, Attack, and Magic traits. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead. Spoiler:
Sonic Blast
CotCT Spell 1 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
Spoiler:
Life Drain
Core Spell 1 Traits: Arcane Attack Divine Healing Magic To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9 For your combat check, banish to use Arcane + 2d4 or Divine + 2d4, then heal a card. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 or Divine 11 check to recharge it instead. Armors Spoiler:
Magic Spiked Breastplate
CotCT Armor 1 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits. Spoiler:
Light Shield
Core Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude 3 When you suffer Combat damage, freely reveal to reduce it by 1. 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:
Helm
Core Armor 0 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 4 When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Armor of Insults
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * To avenge, you may discard a card. Items Spoiler:
Spyglass
Core Item 0 Traits: Object To Acquire: Wisdom Perception 6 On your Perception check, reveal to add 1d6. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
Noxious Bomb
Core Item 0 Traits: Alchemical Attack Liquid Poison To Acquire: Intelligence Craft 5 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Spoiler:
Thieves' Tools
Core Item 0 Traits: Tool To Acquire: Dexterity Disable 4 On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Spoiler:
Elixir of Love
CotCT Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 6 On your Diplomacy check to acquire an ally, banish to add 2d10. On your Diplomacy check against a bane, banish to add 1d10. DURING RECOVERY
Spoiler:
Holy Symbol
CotCT Item 0 Traits: Accessory Magic To Acquire: Wisdom Divine 4 On your Divine non-combat check, reveal to add 1d4. Discard to heal a Divine spell. Allies Spoiler:
Droogami
Core Ally 1 Traits: Animal Owner: Lini To Acquire: Wisdom Survival 6 On a local combat or Survival check, recharge to add 1d4. Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4. If you are this card's owner, recharge it instead. You may not use this power during an encounter. Spoiler:
Giant Slug
Core Ally 1 Traits: Acid Animal To Acquire: Wisdom Survival 6 On a local combat check, recharge to add 1d4 and the Acid trait. Recharge this card and discard the top card of the hourglass to explore. This exploration, you may evade your encounters. Spoiler:
Bodyguard
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Fortitude 6 When a local character suffers damage, recharge to reduce it by 3. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Soldier
Core Ally 0 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 4 On a local Strength or Melee check, recharge to add 1d4. Discard to explore. This exploration, on your Strength and Melee checks, add 1d4. Spoiler:
Bound Imp
CotCT Ally 1 Traits: Devil Outsider To Acquire: Intelligence Wisdom Arcane Divine 6 While this card is in your hand or when you play it, treat it as either a monster or an ally. Recharge to draw a card. Banish to draw 2 cards. DURING RECOVERY
Blessings Spoiler:
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:
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:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The 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: No effect. Top of Blessing Discard Pile: 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. Blessings Remaining: 22 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
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: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 2: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 3: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 4: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 5: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Boat Card 6: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 7:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Closed At This Location: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 7, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue 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. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
Werewolf
Core Monster 1 Traits: Lycanthrope To Defeat: Combat 11 OR Knowledge 7 If the hour's level is 0, the difficulty to defeat is increased by 3. If undefeated, suffer the scourge Wounded and end your turn. Spoiler:
Plaguebearer
CotCT Monster 1 Traits: Aberration Disease To Defeat: Combat 15 When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded. If undefeated, suffer the scourge Plagued. Spoiler:
Boggard
CotCT Monster 1 Traits: Aquatic Boggard To Defeat: Combat 10 If you are at an Aquatic location, the difficulty to defeat is increased by 1d4. If undefeated, suffer the scourge Frightened. Barriers Spoiler:
Ingratiating Minion
Core Barrier 1 Traits: Task To Defeat: Charisma Diplomacy Knowledge 7 If undefeated, suffer the scourge Exhausted, then summon and encounter the danger. If defeated, examine the top card of your location; you may ignore effects that trigger when examined. Spoiler:
Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Spoiler:
Warband
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: None 0 When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location. Spoiler:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Spoiler:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Weapons Spoiler:
Longspear
Core Weapon 0 Traits: 2-Handed Melee Piercing Spear To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant 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:
Cold Iron Greatsword
CotCT Weapon 1 Traits: 2-Handed Melee Slashing Sword To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. 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:
Deathbane Light Crossbow
Core Weapon 1 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8. On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead. Spoiler:
Allying Dart
Core Weapon 1 Traits: Dart Magic Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll. On another local character's combat check, freely reload to add 1d4+1. Spells Spoiler:
Phantasmal Minion
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 4 Banish to give a card to another character and/or let any number of local characters give a card to another character. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 6 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. Spoiler:
Burst Bonds
CotCT Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 5 When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again. On a local check against an Obstacle or Trap barrier, banish to add 1d8. DURING RECOVERY
Spoiler:
False Life
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 4 Display. While displayed: * When you suffer damage, banish to reduce it by 5. * At the end of the scenario, banish. DURING RECOVERY
Spoiler:
Elemental Treaty
CotCT Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 4 Display at your location. While displayed: * When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1. * When this location is closed, banish. DURING RECOVERY
Armors Spoiler:
Magic Chain Mail
CotCT Armor 1 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may recharge 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:
Armored Coat
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Half-plate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Chain Mail
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 5 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * 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:
Helm
Core Armor 0 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 4 When you suffer Combat damage, freely reveal to reduce it by 1; if proficient, do this for any damage. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Smoke Bomb
CotCT Item 1 Traits: Alchemical Liquid To Acquire: Intelligence Craft 7 When a local character encounters a monster, banish to let them evade it. On a local combat check, banish to add the character's Stealth. DURING RECOVERY
Spoiler:
Bastion Boots
CotCT Item 1 Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Recharge to move. You may not use this power during an encounter. When you encounter an Obstacle or Trap barrier, recharge to evade it. Spoiler:
Staff of Minor Healing
Core Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge to heal a local character a card. Spoiler:
Crowbar
Core Item 0 Traits: Tool To Acquire: Strength Melee 3 On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Spoiler:
Token of Remembrance
Core Item 0 Traits: Arcane Divine Magic Object To Acquire: Intelligence Wisdom Arcane Divine 5 On your check to recharge a spell, recharge to add 1d8. Bury to reload a spell from your discards. Allies Spoiler:
Bat
Core Ally 0 Traits: Animal To Acquire: Wisdom Perception Survival 4 On a local Ranged or Survival check, recharge to add 1d4. Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4. Spoiler:
Spider
CotCT Ally 0 Traits: Vermin To Acquire: Wisdom Fortitude Survival 4 On your combat check, reload to add 1d4 and the Poison trait. Discard to explore. This exploration, on your Fortitude and Stealth checks, add 1d4. Spoiler:
Soldier
Core Ally 0 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 4 On a local Strength or Melee check, recharge to add 1d4. Discard to explore. This exploration, on your Strength and Melee checks, add 1d4. Spoiler:
Bodyguard
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Fortitude 6 When a local character suffers damage, recharge to reduce it by 3. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Guide
Core Ally 0 Traits: Hireling Human To Acquire: Charisma Diplomacy 5 On a local check to close or to guard, recharge to add 1d6. Discard to explore. This exploration, on your checks to close your location, add 1d6. 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 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:
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:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Hour Power: At the start of your turn, you may recharge any number of cards then reset. Top of Blessing Discard Pile: 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. Blessings Remaining: 23 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
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: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
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: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 23 Blessings Deck Card 23 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 2: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 3: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 4: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 5: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Boat Card 6: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 7:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Sacred Urban At This Location: On your check, if the hour is Harrow, add 1. When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically. When Permanently Closed: Heal a blessing. M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: None Reading Room Card 1: Chemist
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Reading Room Card 2: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Reading Room Card 3: Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Reading Room Card 4: 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. Reading Room Card 5: Sleep
Core Spell 0 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local check against a monster or an ally, banish to add 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Reading Room Card 6: Mercenary
Core Monster 1 Traits: Human Warrior 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. Reading Room Card 7: 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. Reading Room Card 8: Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine 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. ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 6, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Plaguebearer
CotCT Monster 1 Traits: Aberration Disease To Defeat: Combat 15 When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded. If undefeated, suffer the scourge Plagued. Spoiler:
Dire Badger
Core Monster 1 Traits: Animal To Defeat: Combat 11 OR Perception Survival 6 If undefeated, shuffle this monster into a random location. If defeated by a combat check, suffer 1d4 Combat damage. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead 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:
Ogre
Core Monster 0 Traits: Giant Ogre To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
Guard Dog
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Charisma Survival 6 Before acting, summon and encounter a monster. If it is defeated, this monster is defeated and the encounter ends; banish this monster. 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:
Pit Trap
Core Barrier 0 Traits: Obstacle Trap To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8 If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier. If defeated, you may explore. Spoiler:
Cutpurse Gang
CotCT Barrier 0 Traits: Obstacle To Defeat: Wisdom Perception Stealth 5 Before acting, each other local character must succeed at a Wisdom, Perception, or Stealth 5 check or discard a card. If undefeated, each local character buries a card from their discards. Spoiler:
Door Spike
Core Barrier 1 Traits: Trap To Defeat: Dexterity Wisdom Disable Perception 8 If undefeated, suffer 1d4 Combat damage; each other local character suffers 1 Combat damage. Spoiler:
Symbol of Sleep
Core Barrier 1 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 8 If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier. Weapons Spoiler:
Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Spoiler:
Mace
Core Weapon 0 Traits: Mace Melee To Acquire: Strength Melee 4 For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers. Spoiler:
Cruel Longsword
CotCT Weapon 1 Traits: Magic Melee Slashing Sword To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, against a monster, you may additionally reload to add another 1d4 and the Mental trait, and you may ignore its after acting powers. Spoiler:
Quarterstaff
Core Weapon 0 Traits: 2-Handed Bludgeoning Melee Staff To Acquire: Strength Melee 4 For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6. Discard to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Sling
Core Weapon 0 Traits: Ranged Sling To Acquire: Dexterity Ranged 3 For your combat check, reveal to use Dexterity or Ranged + 1d4. On any 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:
Fool's Gold
CotCT Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 7 On a local Diplomacy or non-combat Charisma check, banish to add 1d10. If it is a check to acquire and the character acquires the card, they may give it to a local character. DURING RECOVERY
Spoiler:
Charm Person
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 6 On your turn, banish to draw a new ally that lists Diplomacy in its check to acquire. DURING RECOVERY If proficient, you may bury this card. Spoiler:
Burst Bonds
CotCT Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 5 When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again. On a local check against an Obstacle or Trap barrier, banish to add 1d8. DURING RECOVERY
Spoiler:
Mirror Image
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 Display. While displayed: * When you suffer damage, roll 1d4. On any result other than 1, reduce the damage to 0. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead. Spoiler:
Harrowstrike
CotCT Spell 1 Traits: Arcane Attack Divine Force Harrow Magic To Acquire: Intelligence Arcane 7 OR Wisdom Divine 8 Display. While displayed: * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6. * At the end of your turn, banish. DURING RECOVERY
Armors Spoiler:
Magic Chain Shirt
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 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. Spoiler:
Spiked Half-plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Spoiler:
Half-plate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Klar
CotCT Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude Melee Survival 5 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Items Spoiler:
Holy Symbol
CotCT Item 0 Traits: Accessory Magic To Acquire: Wisdom Divine 4 On your Divine non-combat check, reveal to add 1d4. Discard to heal a Divine spell. Spoiler:
Gem of Mental Acuity
Core Item 1 Traits: Magic Object To Acquire: Intelligence Wisdom Charisma 11 On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die. Spoiler:
Noxious Bomb
Core Item 0 Traits: Alchemical Attack Liquid Poison To Acquire: Intelligence Craft 5 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6; against a monster, you may ignore its after acting powers. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Spoiler:
Spider Venom
CotCT Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 6 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Horn of Battle Clarity
CotCT Item 0 Traits: Instrument Magic To Acquire: Charisma Melee Ranged 6 On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card. Discard to heal a Hireling or Soldier card. Allies Spoiler:
Harrower
CotCT Ally 0 Traits: Human Medium To Acquire: Charisma Diplomacy 4 OR Knowledge 5 Recharge to examine the top 3 cards of any character's deck and return them in any order. Discard to examine the top card of your location, then you may explore. Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Crow
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Droogami
Core Ally 1 Traits: Animal Owner: Lini To Acquire: Wisdom Survival 6 On a local combat or Survival check, recharge to add 1d4. Discard to move, then you may explore; this exploration, on your combat or Survival checks, add 1d4. If you are this card's owner, recharge it instead. You may not use this power during an encounter. Spoiler:
Clockwork Servant
Core Ally 1 Traits: Construct To Acquire: Intelligence Craft 6 On a local Intelligence or Craft check, recharge to add 1d6. Bury or banish to explore. DURING RECOVERY You may succeed at a Craft 8 check to recharge this card. Blessings 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:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler:
The Big Sky
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+# On a local character's check against a bane, discard to bless and they may remove 1 of their scourges. Discard to explore, or to move then explore. Spoiler:
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:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine 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. Hour Power: No effect. Top of Blessing Discard Pile: Prayer:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Blessings Remaining: 24 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
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: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
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: Blessings Deck Card 23 Blessings Deck Card 23 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 24 Blessings Deck Card 24 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Bandit
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Boat Card 2: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 3: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 4: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 5: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 6: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Boat Card 7: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 8:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Sacred Urban At This Location: On your check, if the hour is Harrow, add 1. When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically. When Permanently Closed: Heal a blessing. M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Siathorn/zeroth_hour, None Reading Room Card 1: Chemist
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Reading Room Card 2: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Reading Room Card 3: Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Reading Room Card 4: 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. Reading Room Card 5: Sleep
Core Spell 0 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local check against a monster or an ally, banish to add 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Reading Room Card 6: Mercenary
Core Monster 1 Traits: Human Warrior 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. Reading Room Card 7: 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. Reading Room Card 8: Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine 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. ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 6, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Dire Boar
Core Monster 1 Traits: Animal To Defeat: Combat 10 THEN Combat 11 When you would reveal a Melee weapon on the check to defeat, recharge it instead. If defeated, but either check to defeat was not exceeded by at least 4, suffer 1d4 Combat damage. Spoiler:
Termite Swarm
Core Monster 1 Traits: Swarm Vermin Trigger To Defeat: Combat 10 OR Constitution Fortitude 6 When examined, succeed at a Constitution or Fortitude 6 check or suffer 1 Combat damage. Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Spoiler:
Dire Badger
Core Monster 1 Traits: Animal To Defeat: Combat 11 OR Perception Survival 6 If undefeated, shuffle this monster into a random location. If defeated by a combat check, suffer 1d4 Combat damage. Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Barriers Spoiler:
Acid-spraying Skull
CotCT Barrier 1 Traits: Acid Trap To Defeat: Dexterity Acrobatics Disable Perception 4 If undefeated, suffer 1d4 Acid damage. Then each local character must succeed at a Dexterity, Acrobatics, or Disable 4 check or suffer 1d4 Acid damage. Spoiler:
Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, 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:
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:
Razor Snare
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable Survival 6 If undefeated, suffer the scourges Entangled and Wounded, then end your turn. Weapons Spoiler:
Longsword
Core Weapon 0 Traits: Melee Sword To Acquire: Strength Melee 6 For your combat check, reveal to use Strength or Melee + 1d8; if proficient, you may additionally reload to add another 1d4. Spoiler:
Deathbane Light Crossbow
Core Weapon 1 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8. On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead. Spoiler:
Shortbow
Core Weapon 0 Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged Stealth 5 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6. If proficient, on another character's combat check, freely discard to add 1d6. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Dagger
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 3 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4. 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:
Cold Iron Greatsword
CotCT Weapon 1 Traits: 2-Handed Melee Slashing Sword To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d12; against a Demon or Fey bane, add another 1d4. 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:
Divine Insight
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 On any check to defeat a barrier, banish to add 2d6. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Toxic Cloud
CotCT Spell 1 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Freely display. While displayed: * On combat checks to defeat monsters, add 1d6 and the Poison trait. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Mirror Image
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 Display. While displayed: * When you suffer damage, roll 1d4. On any result other than 1, reduce the damage to 0. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 check to recharge it instead. Spoiler:
Frostbite
Core Spell 0 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Arcane 6 OR Wisdom Divine 8 For your combat check, banish to use Arcane + 2d4 or Divine + 2d4. If the check is against a bane, when you suffer damage from it, reduce it by 1. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 8 or Divine 10 check to recharge it instead. Spoiler:
Acid Burst
CotCT Spell 0 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 4 For your combat or Disable check, banish to use Arcane + 2d4. DURING RECOVERY
Armors Spoiler:
Slick Leather
CotCT Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * On your check to move, add 1d10. * 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. Spoiler:
Leather Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Leather Armor
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 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. Spoiler:
Spiked Half-plate
Core Armor 1 Traits: Heavy Armor To Acquire: Constitution Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Spoiler:
Armored Coat
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer any damage, you may bury to reduce it to 0. Items Spoiler:
Wand of Force Missile
CotCT Item 1 Traits: Arcane Attack Force Magic Wand To Acquire: Intelligence Arcane 6 For your combat check, bury or banish to use Arcane + 2d4. On another character's combat check, bury or banish to add 2d4 and the Force and Magic traits. DURING RECOVERY
Spoiler:
Wand of Acid Burst
CotCT Item 1 Traits: Acid Arcane Attack Magic Wand To Acquire: Intelligence Arcane 6 For your combat or Disable check, bury or banish to use Arcane + 2d4. DURING RECOVERY
Spoiler:
Smoke Bomb
CotCT Item 1 Traits: Alchemical Liquid To Acquire: Intelligence Craft 7 When a local character encounters a monster, banish to let them evade it. On a local combat check, banish to add the character's Stealth. DURING RECOVERY
Spoiler:
Blast Stone
Core Item 0 Traits: Alchemical Object To Acquire: Intelligence Craft 4 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Codex
Core Item 0 Traits: Book To Acquire: Intelligence Knowledge 5 On your check to acquire, reveal to add 1. On a local check to acquire, discard to add your Knowledge skill. Allies Spoiler:
Bodyguard
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Fortitude 6 When a local character suffers damage, recharge to reduce it by 3. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Bound Imp
CotCT Ally 1 Traits: Devil Outsider To Acquire: Intelligence Wisdom Arcane Divine 6 While this card is in your hand or when you play it, treat it as either a monster or an ally. Recharge to draw a card. Banish to draw 2 cards. DURING RECOVERY
Spoiler:
Fox
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local Intelligence or Wisdom check, recharge to add 1d4. Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4. Spoiler:
Acolyte
Core Ally 0 Traits: Cleric Human To Acquire: Charisma Diplomacy Divine 4 On a local Wisdom or Divine check, recharge to add 1d4. Discard to explore. This exploration, on your Wisdom and Divine checks, add 1d4. Spoiler:
Troubadour
Core Ally 0 Traits: Bard Human To Acquire: Charisma Diplomacy 4 On a local Charisma or Diplomacy non-combat check, recharge to add 1d6. Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6. Blessings Spoiler:
The Rabbit Prince
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire: Dexterity Melee 4+# On any combat check, freely recharge to bless; reroll 1 die showing the highest value. Discard to explore. Spoiler:
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 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:
The Tangled Briar
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to remove a scourge from a character or a location. Discard to explore. Spoiler:
The 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. Hour Power: No effect. Top of Blessing Discard Pile: Prayer:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Blessings Remaining: 24 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
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: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
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: Blessings Deck Card 23 Blessings Deck Card 23 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 24 Blessings Deck Card 24 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Bandit
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Boat Card 2: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 3: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 4: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 5: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 6: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Boat Card 7: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 8:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Sacred Urban At This Location: On your check, if the hour is Harrow, add 1. When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically. When Permanently Closed: Heal a blessing. M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Siathorn/zeroth_hour, None Reading Room Card 1: Chemist
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Reading Room Card 2: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Reading Room Card 3: Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Reading Room Card 4: 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. Reading Room Card 5: Sleep
Core Spell 0 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local check against a monster or an ally, banish to add 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Reading Room Card 6: Mercenary
Core Monster 1 Traits: Human Warrior 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. Reading Room Card 7: 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. Reading Room Card 8: Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine 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. ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 4, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Demonling
Core Monster 1 Traits: Demon Outsider To Defeat: Combat 8 OR Arcane Knowledge 6 Immune to Electricity and Poison. Resistant to Attack. Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Rat Swarm
Core Monster 0 Traits: Animal Swarm To Defeat: Combat 9 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its 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. Spoiler:
Strangler
CotCT Monster 1 Traits: Aberration To Defeat: Combat 10 Cannot be evaded. Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter. Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck. Spoiler:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Barriers Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task 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:
Wounded Wanderer
Core Barrier 1 Traits: Task To Defeat: Wisdom Craft Divine Survival 8 You may bury a Healing boon to defeat this barrier. If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire. Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran 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:
Pit Trap
Core Barrier 0 Traits: Obstacle Trap To Defeat: Dexterity Acrobatics 6 OR Wisdom Perception 8 If undefeated, suffer 1d4 Combat damage and the scourge Entangled, then banish this barrier. If defeated, you may explore. 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:
Scimitar
CotCT Weapon 0 Traits: Finesse Melee Slashing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 7 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally discard to add another 1d8. Spoiler:
Light Crossbow
Core Weapon 0 Traits: Bow Ranged To Acquire: Dexterity Ranged 4 For your combat check, reveal to use Dexterity or Ranged + 1d8. On a distant combat check, freely discard to add 1d8. Spoiler:
Starknife
Core Weapon 0 Traits: Finesse Knife Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4. 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:
Mace
Core Weapon 0 Traits: Mace Melee To Acquire: Strength Melee 4 For your combat check, reveal to use Strength or Melee + 1d8; against a monster, you may additionally discard to ignore its after acting powers. Spoiler:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant 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:
Elemental Treaty
CotCT Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 4 Display at your location. While displayed: * When characters at this location suffer Acid, Cold, Electricity, Fire, or Poison damage, reduce it by 1. * When this location is closed, banish. DURING RECOVERY
Spoiler:
Fiery Glare
Core Spell 0 Traits: Arcane Attack Divine Fire Magic To Acquire: Intelligence Arcane 5 OR Wisdom Divine 7 For your combat check, banish to use Arcane + 2d4 or Divine + 2d4. When you encounter a boon during your exploration, banish this spell to banish the boon and explore. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 7 or Divine 9 check to recharge it instead. Spoiler:
Sanctuary
CotCT Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 When a local character encounters a monster, banish to let them evade it; reload the monster into its location. DURING RECOVERY
Spoiler:
Magic Eye
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 7 Banish to examine the top 3 cards of your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 9 check to recharge it instead. Spoiler:
Holy Light
Core Spell 1 Traits: Divine Magic To Acquire: Wisdom Divine 8 For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Armors Spoiler:
Klar
CotCT Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude Melee Survival 5 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Armored Coat
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Half-plate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Slick Leather
CotCT Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Display. While displayed: * On your check to move, add 1d10. * 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. Items Spoiler:
Thieves' Tools
Core Item 0 Traits: Tool To Acquire: Dexterity Disable 4 On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Spoiler:
Plague Mask
CotCT Item 0 Traits: Accessory To Acquire: Intelligence Craft 4 On your check against a Disease or Poison card, reveal to add 1d4. When you would suffer the scourge Plagued or Poisoned, reload to not suffer it. Spoiler:
Spellbook
CotCT Item 0 Traits: Book Magic To Acquire: Intelligence Arcane 4 On your Arcane non-combat check, reveal to add 1d4. Discard to heal an Arcane spell. Spoiler:
Smoke Bomb
CotCT Item 1 Traits: Alchemical Liquid To Acquire: Intelligence Craft 7 When a local character encounters a monster, banish to let them evade it. On a local combat check, banish to add the character's Stealth. DURING RECOVERY
Spoiler:
Blast Stone
Core Item 0 Traits: Alchemical Object To Acquire: Intelligence Craft 4 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, banish to add 2d4 and the Fire trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Allies Spoiler:
Bat
Core Ally 0 Traits: Animal To Acquire: Wisdom Perception Survival 4 On a local Ranged or Survival check, recharge to add 1d4. Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4. Spoiler:
Soldier
Core Ally 0 Traits: Human Soldier To Acquire: Charisma Diplomacy Melee 4 On a local Strength or Melee check, recharge to add 1d4. Discard to explore. This exploration, on your Strength and Melee checks, add 1d4. Spoiler:
Troubadour
Core Ally 0 Traits: Bard Human To Acquire: Charisma Diplomacy 4 On a local Charisma or Diplomacy non-combat check, recharge to add 1d6. Discard to explore. This exploration, on your Charisma non-combat and Diplomacy non-combat checks, add 1d6. Spoiler:
Porcupine
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 5 On a local check against an Animal monster, recharge to add 1d8. Discard to explore. If the first card you encounter is a monster, you may recharge this card instead. Spoiler:
Card Caster
CotCT Ally 0 Traits: Human Magus To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Blessings Spoiler:
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:
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:
Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine 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 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. Hour Power: At the start of your turn, examine the top card of your location; you may encounter it. Top of Blessing Discard Pile: The Theater:
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. Blessings Remaining: 26 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
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: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
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: Blessings Deck Card 23 Blessings Deck Card 23 Siathorn/zeroth_hour
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: Blessings Deck Card 24 Blessings Deck Card 24 Siathorn/zeroth_hour
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: Blessings Deck Card 25 Blessings Deck Card 25 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 26 Blessings Deck Card 26 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Boat Card 2: Bandit
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Boat Card 3: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 4: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 5: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 6: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 7: 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. Boat Card 8: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 9:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Sacred Urban At This Location: On your check, if the hour is Harrow, add 1. When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically. When Permanently Closed: Heal a blessing. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Reading Room Card 1: 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. Reading Room Card 2: Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Reading Room Card 3: Chemist
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Reading Room Card 4: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Reading Room Card 5: Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Reading Room Card 6: 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. Reading Room Card 7: Sleep
Core Spell 0 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local check against a monster or an ally, banish to add 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Reading Room Card 8: Mercenary
Core Monster 1 Traits: Human Warrior 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. Reading Room Card 9: 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. Reading Room Card 10: Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine 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. ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 3, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Goblin Troublemaker
Core Monster 0 Traits: Goblin To Defeat: Combat 9 Before acting, succeed at a Dexterity, Constitution, Acrobatics, or Fortitude 4 check or roll 1d4: 1. Suffer 1d4-1 Ranged Combat damage. 2. Suffer 1 Fire damage. 3. Suffer the scourge Poisoned. 4. Recharge a card. Spoiler:
Wolf Pack
Core Monster 0 Traits: Animal To Defeat: Combat 11 OR Survival 6 Before acting, a local character summons and encounters this monster. If the check to defeat has the Attack or Ranged trait, you may reroll. Spoiler:
Hell Hound
CotCT Monster 1 Traits: Outsider To Defeat: Combat 10 Immune to Fire. Vulnerable to Cold. Before acting, each local character suffers 1 Fire damage. Spoiler:
Attic Whisperer
Core Monster 1 Traits: Mental Undead To Defeat: Combat 13 Immune to Mental and Poison. All damage is Mental damage that may not be reduced. Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed. While acting, distant characters may not play cards. Spoiler:
Shadow
CotCT Monster 1 Traits: Shadow Undead To Defeat: Combat 13 Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, you must first choose blessings. Barriers 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:
Drowning Mud
Core Barrier 1 Traits: Obstacle To Defeat: Strength Survival 6 OR Constitution Fortitude 8 If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task 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:
Imps and House Drakes
CotCT Barrier 0 Traits: Devil Dragon Outsider Skirmish To Defeat: Combat 10 OR Arcane Survival 6 On your check to defeat, each local character may recharge any number of allies and/or reveal any number of Devil or Dragon allies; for each of these, add 1d4. If undefeated, suffer 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:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant 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:
Quarterstaff of Vaulting
Core Weapon 1 Traits: 2-Handed Bludgeoning Magic Melee Staff To Acquire: Strength Melee 8 OR Acrobatics 6 For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6. Recharge to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Quarterstaff
Core Weapon 0 Traits: 2-Handed Bludgeoning Melee Staff To Acquire: Strength Melee 4 For your combat check, reveal to use Strength or Melee + 1d6; you may additionally discard to add another 1d6. Discard to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Elven Curve Blade
CotCT Weapon 1 Traits: 2-Handed Finesse Melee Slashing Sword To Acquire: Strength Melee 8 For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Starknife
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 10 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, freely reload to add 1d4. You may use this power even if you have previously revealed this card on this check. 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:
Soothing Word
Core Spell 0 Traits: Arcane Divine Healing Magic To Acquire: Intelligence Arcane 9 OR Wisdom Divine 6 On your turn, banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 8 check to recharge it instead. Spoiler:
Knock
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Arcane 7 For your check to defeat a Lock or Obstacle barrier, banish to use Arcane + 1d10. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Spoiler:
Detect Evil
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Divine Insight
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 On any check to defeat a barrier, banish to add 2d6. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Armors Spoiler:
Chain Shirt
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Covering Heavy Shield
Core Armor 1 Traits: Offhand Shield To Acquire: Constitution Fortitude 6 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. When a local character suffers Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to reroll a die. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Chain Mail
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 5 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * 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 Leather Armor
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 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. Spoiler:
Klar
CotCT Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude Melee Survival 5 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Bastion Boots
CotCT Item 1 Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Recharge to move. You may not use this power during an encounter. When you encounter an Obstacle or Trap barrier, recharge to evade it. Spoiler:
Smoke Bomb
CotCT Item 1 Traits: Alchemical Liquid To Acquire: Intelligence Craft 7 When a local character encounters a monster, banish to let them evade it. On a local combat check, banish to add the character's Stealth. DURING RECOVERY
Spoiler:
Helpful Haversack
CotCT Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal to examine the top card of your deck, then reload or recharge it; you may discard a card to draw it instead. Spoiler:
Gem of Mental Acuity
Core Item 1 Traits: Magic Object To Acquire: Intelligence Wisdom Charisma 11 On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die. Spoiler:
Holy Symbol
CotCT Item 0 Traits: Accessory Magic To Acquire: Wisdom Divine 4 On your Divine non-combat check, reveal to add 1d4. Discard to heal a Divine spell. Allies Spoiler:
Bat
Core Ally 0 Traits: Animal To Acquire: Wisdom Perception Survival 4 On a local Ranged or Survival check, recharge to add 1d4. Discard to explore. This exploration, on your Ranged and Survival checks, add 1d4. Spoiler:
Merchant
CotCT Ally 0 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard to give a card to another character. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Korvosan Dandy
CotCT Ally 1 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 9 On a local Charisma or Diplomacy non-combat check, recharge to add 1d6; against an Aristocrat card, you may reveal instead. Discard to explore. This exploration, on your Charisma or Diplomacy non-combat checks, add 1d6. Spoiler:
Leech
CotCT Ally 1 Traits: Healing Vermin To Acquire: Wisdom Knowledge Survival 6 Recharge to heal a local character 1d4-1 cards. Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait. Spoiler:
Horse
Core Ally 0 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 3 Recharge to move. You may not use this power during an encounter. Discard to explore. This exploration, on your first check, add 1d4. 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:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine 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:
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 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:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine 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. Hour Power: No effect. Top of Blessing Discard Pile: 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. Blessings Remaining: 27 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
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: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
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: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 23 Blessings Deck Card 23 Siathorn/zeroth_hour
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: Blessings Deck Card 24 Blessings Deck Card 24 Siathorn/zeroth_hour
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: Blessings Deck Card 25 Blessings Deck Card 25 Siathorn/zeroth_hour
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: Blessings Deck Card 26 Blessings Deck Card 26 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 27 Blessings Deck Card 27 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Balmberry
Core Item 0 Traits: Alchemical Plant To Acquire: Wisdom Divine Survival 6 On your turn, bury or banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY You may succeed at a Divine or Survival 8 check to recharge this card. Boat Card 2: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Boat Card 3: Bandit
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Boat Card 4: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 5: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 6: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 7: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Boat Card 9: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 10:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Siathorn/zeroth_hour, None Fishery Card 1 (Gaedren Lamm and Gobblegut): Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 2: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 3: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 6: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 7: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Location #3: Reading Room Sacred Urban At This Location: On your check, if the hour is Harrow, add 1. When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically. When Permanently Closed: Heal a blessing. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Reading Room Card 1: 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. Reading Room Card 2: Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Reading Room Card 3: Chemist
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Reading Room Card 4: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Reading Room Card 5: Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Reading Room Card 6: 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. Reading Room Card 7: Sleep
Core Spell 0 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local check against a monster or an ally, banish to add 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Reading Room Card 8: Mercenary
Core Monster 1 Traits: Human Warrior 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. Reading Room Card 9: 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. Reading Room Card 10: Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine 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. ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 2, Siathorn/zeroth_hour 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:
Attic Whisperer
Core Monster 1 Traits: Mental Undead To Defeat: Combat 13 Immune to Mental and Poison. All damage is Mental damage that may not be reduced. Before acting, each local character must succeed at a Wisdom 4 check or suffer the scourge Dazed. While acting, distant characters may not play cards. Spoiler:
Rat Swarm
Core Monster 0 Traits: Animal Swarm To Defeat: Combat 9 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. Spoiler:
Traitor
CotCT Monster 1 Traits: Human Spy To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
Spider Swarm
CotCT Monster 1 Traits: Swarm Vermin To Defeat: Combat 10 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. If undefeated, suffer the scourge Poisoned. 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:
Warband
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: None 0 When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Wounded Wanderer
Core Barrier 1 Traits: Task To Defeat: Wisdom Craft Divine Survival 8 You may bury a Healing boon to defeat this barrier. If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire. Spoiler:
Symbol of Sleep
Core Barrier 1 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 8 If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier. Weapons Spoiler:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant 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:
Deathbane Light Crossbow
Core Weapon 1 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal to use Dexterity or Ranged + 1d8+1; against an Undead bane, add another 1d8. On a distant combat check, freely discard to add 1d8; against an Undead bane, you may freely reload instead. Spoiler:
Shortsword
Core Weapon 0 Traits: Finesse Melee Piercing Sword To Acquire: Strength Stealth Melee 4 For your combat check, reveal to use Strength, Melee, or Stealth + 1d6; if proficient, you may additionally reload to add another 1d4. Spoiler:
Sling
Core Weapon 0 Traits: Ranged Sling To Acquire: Dexterity Ranged 3 For your combat check, reveal to use Dexterity or Ranged + 1d4. On any combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Rapier
Core Weapon 0 Traits: Finesse Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 5 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4. Spells Spoiler:
Commune
Core Spell 1 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to draw a new blessing. DURING RECOVERY If proficient, you may bury this card. Spoiler:
Sanctuary
CotCT Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 When a local character encounters a monster, banish to let them evade it; reload the monster into its location. DURING RECOVERY
Spoiler:
Burst Bonds
CotCT Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 5 When a character encounters an Obstacle or Trap barrier, banish to let them evade it; if they are exploring, they may explore again. On a local check against an Obstacle or Trap barrier, banish to add 1d8. DURING RECOVERY
Spoiler:
Harrowstrike
CotCT Spell 1 Traits: Arcane Attack Divine Force Harrow Magic To Acquire: Intelligence Arcane 7 OR Wisdom Divine 8 Display. While displayed: * For your combat checks, you may use Arcane or Divine + 1d6; if proficient, you may banish to add another 1d6. * At the end of your turn, banish. DURING RECOVERY
Spoiler:
Frost Ray
CotCT Spell 1 Traits: Arcane Attack Cold Magic To Acquire: Intelligence Arcane 7 For your combat check, banish to use Arcane + 2d6; if you have a role card, you may add another 1d6. DURING RECOVERY
Armors Spoiler:
Magic Chain Shirt
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 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. Spoiler:
Leather Armor
Core Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Chain Mail
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 5 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * 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 Leather Armor
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 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. Spoiler:
Studded Leather Armor
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 4 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer Cold or Combat damage, you may recharge to reduce it by 1. Items Spoiler:
Staff of Minor Healing
Core Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge to heal a local character a card. Spoiler:
Gem of Mental Acuity
Core Item 1 Traits: Magic Object To Acquire: Intelligence Wisdom Charisma 11 On your non-combat check, recharge to roll your Intelligence, Wisdom, or Charisma die instead of the normal die. Spoiler:
Horn of Battle Clarity
CotCT Item 0 Traits: Instrument Magic To Acquire: Charisma Melee Ranged 6 On a local combat check, recharge to add 1d4, or 1d8 if proficient or if you reveal a Hireling or Soldier card. Discard to heal a Hireling or Soldier card. Spoiler:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish to heal a local character 1d4+1 cards. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Crowbar
Core Item 0 Traits: Tool To Acquire: Strength Melee 3 On your Strength non-combat check or your check to defeat a Lock or Obstacle barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Allies Spoiler:
Clockwork Servant
Core Ally 1 Traits: Construct To Acquire: Intelligence Craft 6 On a local Intelligence or Craft check, recharge to add 1d6. Bury or banish to explore. DURING RECOVERY You may succeed at a Craft 8 check to recharge this card. Spoiler:
Leech
CotCT Ally 1 Traits: Healing Vermin To Acquire: Wisdom Knowledge Survival 6 Recharge to heal a local character 1d4-1 cards. Discard to explore. This exploration, on your combat and Diplomacy checks, you may add 1d4 and the Mental trait. Spoiler:
Gentleman Explorer
CotCT Ally 1 Traits: Human Trigger To Acquire: Charisma Diplomacy 8 OR Knowledge 5 On a local check against a barrier or an ally, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. Spoiler:
Cat
Core Ally 0 Traits: Animal To Acquire: Wisdom Arcane Survival 5 On a local check against a spell, recharge to add 1d4. Discard to explore. This exploration, on checks that invoke the Magic trait, add 1d4. Spoiler:
Fox
Core Ally 1 Traits: Animal To Acquire: Wisdom Survival 5 On a local Intelligence or Wisdom check, recharge to add 1d4. Discard to explore. This exploration, on your Intelligence and Wisdom checks, add 1d4. Blessings Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine 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:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine 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:
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:
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. Hour Power: On your check, you may discard a card to reroll a die showing 1. Top of Blessing Discard Pile: The Juggler:
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. Blessings Remaining: 28 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_hour
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: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_hour
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: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
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: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
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: Blessings Deck Card 23 Blessings Deck Card 23 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 24 Blessings Deck Card 24 Siathorn/zeroth_hour
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: Blessings Deck Card 25 Blessings Deck Card 25 Siathorn/zeroth_hour
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: Blessings Deck Card 26 Blessings Deck Card 26 Siathorn/zeroth_hour
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: Blessings Deck Card 27 Blessings Deck Card 27 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 28 Blessings Deck Card 28 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Balmberry
Core Item 0 Traits: Alchemical Plant To Acquire: Wisdom Divine Survival 6 On your turn, bury or banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY You may succeed at a Divine or Survival 8 check to recharge this card. Boat Card 2: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Boat Card 3: Bandit
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Boat Card 4: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 5: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 6: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 7: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Boat Card 9: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 10:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Siathorn/zeroth_hour, None Fishery Card 1: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 2: Flame Staff
Core Item 0 Traits: Attack Fire Magic Staff To Acquire: Arcane Divine 4 For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8. Fishery Card 3: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 4: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 5: Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Fishery Card 6: Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Fishery Card 7: Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 8: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 9:
Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Location #3: Reading Room Sacred Urban At This Location: On your check, if the hour is Harrow, add 1. When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically. When Permanently Closed: Heal a blessing. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Reading Room Card 1: 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. Reading Room Card 2: Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Reading Room Card 3: Chemist
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Reading Room Card 4: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Reading Room Card 5: Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Reading Room Card 6: 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. Reading Room Card 7: Sleep
Core Spell 0 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local check against a monster or an ally, banish to add 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Reading Room Card 8: Mercenary
Core Monster 1 Traits: Human Warrior 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. Reading Room Card 9: 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. Reading Room Card 10: Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine 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. ![]()
![]() During This Adventure: The Harrow suit is Keys.
During This Scenario: Additional Rules: When you close your location, put a marker next to the scenario. On your check against Lamm's Lamb, add the number of markers.
Gaedren Lamm and Gobblegut:
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage. Chemist:
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Bandit:
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Danger: Lamm's Lamb:
Story Bane Traits: Skirmish Task To Defeat:
If undefeated, discard either a random card or the top card of your deck, then bury a random card from your discards.
Scenario Level (#): 1 Turn: 1, Siathorn/zeroth_hour Random Cards:
Monsters Spoiler:
Demonling
Core Monster 1 Traits: Demon Outsider To Defeat: Combat 8 OR Arcane Knowledge 6 Immune to Electricity and Poison. Resistant to Attack. Before acting, succeed at a Wisdom or Perception 5 check or suffer 2 Poison damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Plaguebearer
CotCT Monster 1 Traits: Aberration Disease To Defeat: Combat 15 When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded. If undefeated, suffer the scourge Plagued. Spoiler:
Boggart
Core Monster 1 Traits: Fey To Defeat: Knowledge Perception 4 THEN Combat 10 If undefeated, shuffle this monster into a random other location, then move to that location and end your turn. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
Strangler
CotCT Monster 1 Traits: Aberration To Defeat: Combat 10 Cannot be evaded. Before acting, succeed at a Strength, Dexterity, or Acrobatics 8 check or you cannot play spells this encounter. Do not suffer damage from this monster as usual. Instead, bury the top 1d4 cards of your deck. Barriers Spoiler:
Wounded Wanderer
Core Barrier 1 Traits: Task To Defeat: Wisdom Craft Divine Survival 8 You may bury a Healing boon to defeat this barrier. If defeated, summon and encounter an ally that lists Diplomacy in its check to acquire. Spoiler:
Symbol of Sleep
Core Barrier 1 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 8 If undefeated, each local character suffers the scourge Exhausted, then recharge this barrier. Spoiler:
Concealed Hatch
CotCT Barrier 1 Traits: Lock To Defeat: Strength 5 OR Disable 3 Before acting, succeed at an Intelligence or Perception 5 check or the difficulty to defeat is increased by 3. If undefeated, reload this barrier into its location. Spoiler:
Lost Local
Core Barrier 0 Traits: Task To Defeat: Charisma Diplomacy 5 OR Survival 7 If undefeated, suffer the scourge Dazed and end your turn. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Weapons Spoiler:
Light Crossbow
Core Weapon 0 Traits: Bow Ranged To Acquire: Dexterity Ranged 4 For your combat check, reveal to use Dexterity or Ranged + 1d8. On a distant combat check, freely discard to add 1d8. Spoiler:
Allying Dart
Core Weapon 1 Traits: Dart Magic Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal to use Dexterity or Ranged + 1d4+1; you may additionally discard to reroll. On another local character's combat check, freely reload to add 1d4+1. Spoiler:
Earthbreaker
CotCT Weapon 1 Traits: 2-Handed Bludgeoning Hammer Melee To Acquire: Strength Melee 8 For your combat check, reveal to use Strength or Melee + 1d12; 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, recharge to add 1d6. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Elven Curve Blade
CotCT Weapon 1 Traits: 2-Handed Finesse Melee Slashing Sword To Acquire: Strength Melee 8 For your combat check, reveal to use Strength or Melee + 1d10; if proficient, you may additionally discard to add another 2d4. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Rapier
Core Weapon 0 Traits: Finesse Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 5 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6; if proficient, you may additionally reload to add another 1d4. Spells Spoiler:
Detect Evil
Core Spell 0 Traits: Divine Magic To Acquire: Wisdom Divine 6 Banish to examine the top card of your location. If it is a monster, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 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. Spoiler:
Bloodscent
CotCT Spell 1 Traits: Arcane Magic Divine To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7 On a local Knowledge, Perception, or Survival check, banish to add 1d10. If the character succeeds, you may examine the top card of any location. DURING RECOVERY
Spoiler:
Holy Light
Core Spell 1 Traits: Divine Magic To Acquire: Wisdom Divine 8 For your combat check, banish to use Divine + 2d6. If the check is against an Undead bane, use Divine + 2d12 instead. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Spoiler:
Lightning Touch
Core Spell 0 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 4 For your combat check, banish to use Arcane + 2d4. 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 or Divine 6 check to recharge it instead. Armors Spoiler:
Armored Coat
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you discard cards as Combat damage, you may reload 1 of those cards. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Half-plate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 7 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 2. * 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:
Quilted Cloth Armor
CotCT Armor 0 Traits: Light Armor To Acquire: Constitution Fortitude 3 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 1. * When you suffer Ranged Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. Spoiler:
Magic Chain Shirt
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 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. Spoiler:
Klar
CotCT Armor 0 Traits: Offhand Shield To Acquire: Constitution Fortitude Melee Survival 5 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Thieves' Tools
Core Item 0 Traits: Tool To Acquire: Dexterity Disable 4 On your Disable non-combat check or your check to defeat a Lock or Trap barrier, reveal to add 1d8; you may additionally recharge to add another 1d8. Spoiler:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. Spoiler:
Bastion Boots
CotCT Item 1 Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Recharge to move. You may not use this power during an encounter. When you encounter an Obstacle or Trap barrier, recharge to evade it. Spoiler:
Holy Symbol
CotCT Item 0 Traits: Accessory Magic To Acquire: Wisdom Divine 4 On your Divine non-combat check, reveal to add 1d4. Discard to heal a Divine spell. Spoiler:
Spyglass
Core Item 0 Traits: Object To Acquire: Wisdom Perception 6 On your Perception check, reveal to add 1d6. Discard to examine the top 2 cards of your location and return them in any order. Allies Spoiler:
Merchant
CotCT Ally 0 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard to give a card to another character. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
Bound Imp
CotCT Ally 1 Traits: Devil Outsider To Acquire: Intelligence Wisdom Arcane Divine 6 While this card is in your hand or when you play it, treat it as either a monster or an ally. Recharge to draw a card. Banish to draw 2 cards. DURING RECOVERY
Spoiler:
Horse
Core Ally 0 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 3 Recharge to move. You may not use this power during an encounter. Discard to explore. This exploration, on your first check, add 1d4. Spoiler:
Giant Slug
Core Ally 1 Traits: Acid Animal To Acquire: Wisdom Survival 6 On a local combat check, recharge to add 1d4 and the Acid trait. Recharge this card and discard the top card of the hourglass to explore. This exploration, you may evade your encounters. Spoiler:
Card Caster
CotCT Ally 0 Traits: Human Magus To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Blessings Spoiler:
The Mute Hag
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler:
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 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:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine 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:
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: No effect. Top of Blessing Discard Pile: Prayer:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Blessings Remaining: 29 Blessings Deck
Blessings Deck Cards/Turn Order:
Spoiler: Blessings Deck Card 1 Blessings Deck Card 1 Siathorn/zeroth_hour
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: Blessings Deck Card 2 Blessings Deck Card 2 Siathorn/zeroth_hour
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: Blessings Deck Card 3 Blessings Deck Card 3 Siathorn/zeroth_hour
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: Blessings Deck Card 4 Blessings Deck Card 4 Siathorn/zeroth_hour
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: Blessings Deck Card 5 Blessings Deck Card 5 Siathorn/zeroth_hour
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: Blessings Deck Card 6 Blessings Deck Card 6 Siathorn/zeroth_hour
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: Blessings Deck Card 7 Blessings Deck Card 7 Siathorn/zeroth_hour
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: Blessings Deck Card 8 Blessings Deck Card 8 Siathorn/zeroth_hour
Torag's Power Core Blessing 1 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 Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Blessings Deck Card 9 Blessings Deck Card 9 Siathorn/zeroth_hour
The Carnival CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler: Blessings Deck Card 10 Blessings Deck Card 10 Siathorn/zeroth_hour
Desna's Freedom Core Blessing 1 Traits: Deity: Desna Divine 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: Blessings Deck Card 11 Blessings Deck Card 11 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 12 Blessings Deck Card 12 Siathorn/zeroth_hour
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine 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: Blessings Deck Card 13 Blessings Deck Card 13 Siathorn/zeroth_hour
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: Blessings Deck Card 14 Blessings Deck Card 14 Siathorn/zeroth_hour
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: Blessings Deck Card 15 Blessings Deck Card 15 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 16 Blessings Deck Card 16 Siathorn/zeroth_hour
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: Blessings Deck Card 17 Blessings Deck Card 17 Siathorn/zeroth_hour
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: Blessings Deck Card 18 Blessings Deck Card 18 Siathorn/zeroth_hour
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: Blessings Deck Card 19 Blessings Deck Card 19 Siathorn/zeroth_hour
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: Blessings Deck Card 20 Blessings Deck Card 20 Siathorn/zeroth_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. Spoiler: Blessings Deck Card 21 Blessings Deck Card 21 Siathorn/zeroth_hour
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: Blessings Deck Card 22 Blessings Deck Card 22 Siathorn/zeroth_hour
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: Blessings Deck Card 23 Blessings Deck Card 23 Siathorn/zeroth_hour
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: Blessings Deck Card 24 Blessings Deck Card 24 Siathorn/zeroth_hour
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Blessings Deck Card 25 Blessings Deck Card 25 Siathorn/zeroth_hour
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: Blessings Deck Card 26 Blessings Deck Card 26 Siathorn/zeroth_hour
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: Blessings Deck Card 27 Blessings Deck Card 27 Siathorn/zeroth_hour
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: Blessings Deck Card 28 Blessings Deck Card 28 Siathorn/zeroth_hour
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine 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: Blessings Deck Card 29 Blessings Deck Card 29 Siathorn/zeroth_hour
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine 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. Location #1: Boat
Boat Card 1: Balmberry
Core Item 0 Traits: Alchemical Plant To Acquire: Wisdom Divine Survival 6 On your turn, bury or banish to heal a local character a card and/or remove a scourge from them. DURING RECOVERY You may succeed at a Divine or Survival 8 check to recharge this card. Boat Card 2: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant To Defeat: Wisdom Perception 8 OR Stealth Survival 6 When examined, encounter this barrier. If undefeated, summon and encounter a monster. If that monster is defeated, banish this barrier. Boat Card 3: Bandit
Core Story Bane 0 Traits: Bandit Human To Defeat: Combat 9+## OR Banish A Random Boon Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck. Boat Card 4: Magnifying Glass
CotCT Item 0 Traits: Tool To Acquire: Intelligence Disable Perception 4 On your Disable or Perception non-combat check, reveal to add 1d4. Recharge to examine the top 2 cards of your deck, then you may shuffle your deck. Boat Card 5: Snakebite Dagger
CotCT Weapon 1 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 7 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+1; against an Animal or Human bane, you may add another 1d8 and the Poison trait. 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. Boat Card 6: Cave Lizard
Core Monster 0 Traits: Animal To Defeat: Combat 13 OR Perception 6 If proficient with armors, add 1d6 to the combat check. Damage is increased by 1d4. Boat Card 7: Sage
Core Ally 0 Traits: Arcanist Human To Acquire: Charisma Diplomacy Knowledge 4 On a local Arcane non-combat or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then shuffle the location, then you may explore. Boat Card 8: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Boat Card 9: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue To Acquire: Charisma Diplomacy Stealth 7 OR Banish A Boon 0 When examined, encounter this card. When you encounter this card, if you do not acquire it, bury a boon. On a local check to acquire, recharge to add 1d4. Discard to explore. This exploration, on your combat checks, add 1d4. Boat Card 10:
Mob of Undead
Core Barrier 1 Traits: Skirmish Undead To Defeat: None 0 Summon and encounter a random Undead story bane, then a random character at each other occupied location summons and encounters it. If all summoned banes are defeated, this barrier is defeated; otherwise, it is undefeated. Location #2: Fishery Aquatic Urban Wild At This Location: When you explore, examine the top 2 cards of this location; shuffle 1 into the location and encounter the other. When Closing: Summon and defeat the story bane Jigsaw Shark. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Siathorn/zeroth_hour, None Fishery Card 1: Yeth Hound
Core Monster 1 Traits: Animal Outsider To Defeat: Combat 10 Before acting, each local character must succeed at a Wisdom 5 check or suffer the scourge Frightened. If the hour's level is 0, after the encounter, each local character suffers 1d4 Mental damage that may not be reduced. Fishery Card 2: Spider Venom
CotCT Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 6 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d4 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Fishery Card 3: Crocodile
Core Monster 1 Traits: Animal Aquatic To Defeat: Combat 11 Vulnerable to Cold. Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade this monster; if you fail, suffer 1d4 Combat damage. Fishery Card 4: Flame Staff
Core Item 0 Traits: Attack Fire Magic Staff To Acquire: Arcane Divine 4 For your combat check, reveal to use Arcane or Divine + 1d4; you may discard a spell to add another 1d8. Fishery Card 5: Luckstone
Core Item 0 Traits: Magic Object To Acquire: Wisdom Survival 6 On your check, after the roll, recharge to add 1. On your check, bury to reroll. Fishery Card 6: Locked Door
Core Barrier 1 Traits: Lock Obstacle 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. Fishery Card 7: Teamster
Core Ally 0 Traits: Hireling Human To Acquire: Strength Charisma Diplomacy 5 Recharge to draw a card or recharge a card. Discard to explore. This exploration, a local character may avenge by reloading a card. Fishery Card 8: Sword Cane
CotCT Weapon 0 Traits: Bludgeoning Finesse Melee Staff To Acquire: Strength Melee Stealth 6 For your combat check, reveal to use Strength, Melee, or Stealth + 1d4; if proficient, you may additionally reload to add another 1d4 and the Sword and Piercing traits. At the end of your turn, recharge to move. Fishery Card 9: Gaedren Lamm and Gobblegut
CotCT Story Bane 0 Traits: AND Animal Aquatic Human Rogue To Defeat: Combat 13 OR Survival 8 THEN Combat 12 Before acting, attempt a Dexterity, Acrobatics, Perception, or Stealth 6 check. If you succeed, you may evade; if you fail, suffer 1d4 Combat damage.
Fishery Card 10:
Giant Toad
Core Monster 1 Traits: Animal Poison To Defeat: Combat 10 OR Acrobatics 7 All damage is Poison damage. If undefeated, suffer the scourges Entangled and Poisoned. Location #3: Reading Room Sacred Urban At This Location: On your check, if the hour is Harrow, add 1. When Closing: Summon and acquire a blessing; if it is a Harrow blessing, you acquire it automatically. When Permanently Closed: Heal a blessing. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: None Reading Room Card 1: 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. Reading Room Card 2: Burning Tar
Core Barrier 0 Traits: Fire Obstacle To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Reading Room Card 3: Chemist
Core Story Bane 0 Traits: Alchemist Human To Defeat: Combat 11+## OR Craft Diplomacy 6+# Before acting, each local character suffers 1 Acid damage. Cards discarded as damage are discarded randomly. If undefeated, each local character suffers 1d4 Poison damage and the scourge Poisoned. Reading Room Card 4: Boots of Friendly Terrain
Core Item 1 Traits: Clothing Magic To Acquire: Dexterity Stealth 8 On a local check at a Wild location or a local check to close or to guard, recharge to add 1d8. Reading Room Card 5: Snake
Core Ally 0 Traits: Animal To Acquire: Wisdom Survival 5 On a local combat check, recharge to add 1d4 and the Poison trait. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Reading Room Card 6: 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. Reading Room Card 7: Sleep
Core Spell 0 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 7 When a local character encounters a monster, banish; they evade it. On a local check against a monster or an ally, banish to add 1d6. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 9 check to recharge it instead. Reading Room Card 8: Mercenary
Core Monster 1 Traits: Human Warrior 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. Reading Room Card 9: 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. Reading Room Card 10: Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine 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. |