Development:
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 23, Angban/morph1470 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:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. 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:
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:
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:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Spoiler:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Spoiler:
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:
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:
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:
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:
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:
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. Spells Spoiler:
Cure
Core Spell 0 Traits: Divine Magic Healing To Acquire: WisdomDivine 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:
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:
Fool's Gold
CotCT Spell 1 Traits: Arcane Magic Divine 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:
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. Spoiler:
Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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:
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. 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:
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:
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. 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:
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:
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. Spoiler:
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. Spoiler:
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. Allies 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:
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:
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:
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. Spoiler:
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. Blessings Spoiler:
The Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler:
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:
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 Betrayal
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you acquire a boon, bury it. To Acquire: Charisma Diplomacy 4+# On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead. Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead. Hour Power: When you suffer damage, suffer the scourge Plagued. Current Hour: The Sickness:
The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Hours Remaining: 7 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu: Hourglass Card 3 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #2: Oubliette
Oubliette Card 1 (Henchman Proxy A2): Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 2 (Returning Throwing Axe): 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. Oubliette Card 3: 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. Oubliette Card 4: 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. Oubliette Card 5:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Sajan/Matsu_Kurisu, None Spider Nest Card 1 (Wolf Pack): 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. Spider Nest Card 2: 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. Spider Nest Card 3: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 4: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 5: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 6:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Thargrap/cartmanbeck, Ramexes/Mhuirich, None Mine Card 1: 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. Mine Card 2: 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. Mine Card 3:
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. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1 (The Locksmith): The Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Crypt Card 2 (Villain Proxy V1): Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 20, Ramexes/Mhuirich Random Cards:
Monsters Spoiler:
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. Spoiler:
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. 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:
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:
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. Barriers Spoiler:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. 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:
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. 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:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
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. Spoiler:
Scythe
CotCT Weapon 0 Traits: 2-Handed Melee Scythe Slashing To Acquire: Strength Melee 9 For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. 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:
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:
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. 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:
Cure
Core Spell 0 Traits: Divine Magic Healing To Acquire: WisdomDivine 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:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
Deflect
Core Spell 0 Traits: Magic Arcane Divine To Acquire: IntelligenceWisdomArcaneDivine 4 When a local character suffers Combat damage, freely banish to reduce it by 4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Armors 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:
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:
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:
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:
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. Items Spoiler:
Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. 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:
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. Spoiler:
Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 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. Allies 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:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable 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
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. Blessings Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler:
The 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 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:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The 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: On your blessed check, you may reroll any dice showing 1. Current Hour: Irori's Mastery:
Irori's Mastery
Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Hours Remaining: 10 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/Matsu_Kurisu: Hourglass Card 1 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/Matsu_Kurisu
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: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 7 Sajan/Matsu_Kurisu: Hourglass Card 6 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 10 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #2: Oubliette
Oubliette Card 1: 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. Oubliette Card 2: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 3: 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. Oubliette Card 4: 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. Oubliette Card 5: 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. Oubliette Card 6:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Sajan/Matsu_Kurisu, None Spider Nest Card 1 (Priest of Asmodeus): Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 2 (Wolf Pack): 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. Spider Nest Card 3: 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. Spider Nest Card 4: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 5: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 6: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 7:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, Ramexes/Mhuirich, None Mine Card 1: 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. Mine Card 2: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 3: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 4: 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. Mine Card 5: 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. Mine Card 6:
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. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1 (The Locksmith): The Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Crypt Card 2 (Villain Proxy V1): Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 18, Angban/morph1470 Random Cards:
Monsters Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Spoiler:
Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spoiler:
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:
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:
Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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:
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:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Weapons Spoiler:
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:
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. 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:
Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. 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:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
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:
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. 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:
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:
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. 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:
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. 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:
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 Healing To Acquire: IntelligenceCraft 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:
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:
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:
Frog
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 4 When you encounter an Obstacle or Trap bane, bury to evade it, then explore. Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead. 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:
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:
Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. Spoiler:
Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable checks, add 1d4. Blessings Spoiler:
The Courtesan
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
The 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:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead. Current Hour: The Brass Dwarf:
The Brass Dwarf
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Publican CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu: Hourglass Card 3 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/Matsu_Kurisu
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: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 9 Sajan/Matsu_Kurisu: Hourglass Card 8 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #2: Oubliette
Oubliette Card 1: Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Oubliette Card 2: 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. Oubliette Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 4: 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. Oubliette Card 5: 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. Oubliette Card 6: 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. Oubliette Card 7:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Sajan/Matsu_Kurisu, None Spider Nest Card 1 (Priest of Asmodeus): Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 2 (Wolf Pack): 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. Spider Nest Card 3: 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. Spider Nest Card 4: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 5: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 6: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 7:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, Ramexes/Mhuirich, None Mine Card 1: 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. Mine Card 2: 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. Mine Card 3: 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. Mine Card 4: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 5: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 6: 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. Mine Card 7: 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. Mine Card 8:
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. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1 (The Locksmith): The Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Crypt Card 2 (Villain Proxy V1): Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 14, Thargrap/cartmanbeck Random Cards:
Monsters Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. 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:
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. 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. 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:
Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. 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:
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:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Weapons Spoiler:
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:
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:
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:
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:
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:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 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:
Remove Disease
CotCT Spell 1 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to remove the scourge Plagued from any number of local characters. DURING RECOVERY
Armors 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:
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:
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:
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:
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. Items Spoiler:
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. 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:
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. 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:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 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. 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:
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:
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:
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:
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. 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:
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:
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:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Hour Power: No effect. Current Hour: Sands of the Hour:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Hours Remaining: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/Mhuirich: Spoiler: Hourglass Card 2 Estra/AAUGHWHY: Hourglass Card 1 Ramexes/Mhuirich
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 3 Sajan/Matsu_Kurisu: Hourglass Card 2 Estra/AAUGHWHY
Henchman Proxy B2 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 4 Angban/morph1470: Hourglass Card 3 Sajan/Matsu_Kurisu
The Bear CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# On your check, freely discard to use your Strength die instead of the normal die. Discard to explore. Spoiler: Hourglass Card 5 Thargrap/cartmanbeck: Hourglass Card 4 Angban/morph1470
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 6 Ramexes/Mhuirich: Hourglass Card 5 Thargrap/cartmanbeck
The Publican CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Spoiler: Hourglass Card 7 Estra/AAUGHWHY: Hourglass Card 6 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 8 Sajan/Matsu_Kurisu: Hourglass Card 7 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 9 Angban/morph1470: Hourglass Card 8 Sajan/Matsu_Kurisu
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: Hourglass Card 10 Thargrap/cartmanbeck: Hourglass Card 9 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 11 Ramexes/Mhuirich: Hourglass Card 10 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 12 Estra/AAUGHWHY: Hourglass Card 11 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 13 Sajan/Matsu_Kurisu: Hourglass Card 12 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 14 Angban/morph1470: Hourglass Card 13 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 15 Thargrap/cartmanbeck: Hourglass Card 14 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 16 Ramexes/Mhuirich: Hourglass Card 15 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 16 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #2: Oubliette
Oubliette Card 1: Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Oubliette Card 2: 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. Oubliette Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 4: 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. Oubliette Card 5: 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. Oubliette Card 6: 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. Oubliette Card 7:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Sajan/Matsu_Kurisu, None Spider Nest Card 1: 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. Spider Nest Card 2: Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 3: 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. Spider Nest Card 4: 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. Spider Nest Card 5: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 6: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 7: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 8:
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. Location #4: Pits Underground Wild At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage. When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand. When Permanently Closed: You may shuffle your deck. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, None Pits Card 1: 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. Pits Card 2: 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
Pits Card 3: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 4: 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. Pits Card 5: 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. Pits Card 6: 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. Pits Card 7: Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Pits Card 8: Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Pits Card 9:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Mine Card 1: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mine Card 2: 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. Mine Card 3: 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. Mine Card 4: 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. Mine Card 5: 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. Mine Card 6: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 8: 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. Mine Card 9: 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. Mine Card 10:
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. Location #6: Twisting Passages Underground Urban At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check. When Closing: Succeed at a Wisdom or Survival 5+# check. When Permanently Closed: Each local character moves to a random other location. M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, None Twisting Passages Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 2: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Twisting Passages Card 3:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1 (The Locksmith): The Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Crypt Card 2 (Villain Proxy V1): Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 10, Ramexes/Mhuirich 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:
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:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Spoiler:
Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Spoiler:
Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Barriers 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:
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:
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:
Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. 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:
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:
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:
Flaming Shortbow
CotCT Weapon 1 Traits: 2-Handed Bow Fire Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 9 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait. If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait. 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. 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:
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:
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:
Revitalize
Core Spell 0 Traits: Divine Magic Healing To Acquire: WisdomDivine 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:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Armors Spoiler:
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. 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:
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
The Betrayal
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you acquire a boon, bury it. To Acquire: Charisma Diplomacy 4+# On your check, discard to bless twice. If you would suffer damage, a local character suffers it instead. Discard to explore. This exploration, if you would suffer damage, a local character suffers it instead. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Irori's Mastery
Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler:
The 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:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Hour Power: No effect. Current Hour: Sands of the Hour:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/Matsu_Kurisu: Hourglass Card 1 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/Matsu_Kurisu
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 7 Sajan/Matsu_Kurisu: Hourglass Card 6 Estra/AAUGHWHY
Henchman Proxy B2 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/Matsu_Kurisu
The Bear CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# On your check, freely discard to use your Strength die instead of the normal die. Discard to explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
The Publican CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 12 Sajan/Matsu_Kurisu: Hourglass Card 11 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/Matsu_Kurisu
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: Hourglass Card 14 Thargrap/cartmanbeck: Hourglass Card 13 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 15 Ramexes/Mhuirich: Hourglass Card 14 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 16 Estra/AAUGHWHY: Hourglass Card 15 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 17 Sajan/Matsu_Kurisu: Hourglass Card 16 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 18 Angban/morph1470: Hourglass Card 17 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 19 Thargrap/cartmanbeck: Hourglass Card 18 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 20 Ramexes/Mhuirich: Hourglass Card 19 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 20 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Caves
Location #2: Oubliette
Oubliette Card 1 (Crocodile): 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. Oubliette Card 2: Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Oubliette Card 3: 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. Oubliette Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 5: 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. Oubliette Card 6: 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. Oubliette Card 7: 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. Oubliette Card 8:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Spider Nest Card 1: Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Spider Nest Card 2: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spider Nest Card 3: 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. Spider Nest Card 4: Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 5: 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. Spider Nest Card 6: 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. Spider Nest Card 7: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 8: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 9: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 10:
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. Location #4: Pits Underground Wild At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage. When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand. When Permanently Closed: You may shuffle your deck. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: 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
Pits Card 2: 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. Pits Card 3: 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
Pits Card 4: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Pits Card 6: 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. Pits Card 7: 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. Pits Card 8: Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Pits Card 9: Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Pits Card 10:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Mine Card 1: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mine Card 2: 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. Mine Card 3: 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. Mine Card 4: 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. Mine Card 5: 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. Mine Card 6: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 8: 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. Mine Card 9: 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. Mine Card 10:
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. Location #6: Twisting Passages Underground Urban At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check. When Closing: Succeed at a Wisdom or Survival 5+# check. When Permanently Closed: Each local character moves to a random other location. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Twisting Passages Card 1: 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. Twisting Passages Card 2: 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. Twisting Passages Card 3: 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. Twisting Passages Card 4: 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. Twisting Passages Card 5: 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. Twisting Passages Card 6: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 7: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Twisting Passages Card 8:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, Estra/AAUGHWHY, None Crypt Card 1 (The Locksmith): The Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Crypt Card 2 (Villain Proxy V1): Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 8, Angban/morph1470 Random Cards:
Monsters Spoiler:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. Spoiler:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. 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:
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:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Barriers Spoiler:
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:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
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:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Weapons Spoiler:
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:
Flaming Shortbow
CotCT Weapon 1 Traits: 2-Handed Bow Fire Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 9 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait. If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait. 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:
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:
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. Spells 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:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 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:
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:
Elemental Treaty
CotCT Spell 1 Traits: Magic Arcane Divine To Acquire: IntelligenceWisdomArcaneDivine 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:
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:
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:
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 Breastplate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. 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:
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:
Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Spoiler:
Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Spoiler:
Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury 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
Allies Spoiler:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
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:
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:
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:
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 Vision
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. To Acquire: Intelligence Arcane 4+# On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3. Discard to examine the top card of up to 2 locations, then you may explore. Spoiler:
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 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:
The Avalanche
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hour Power: No effect. Current Hour: Sands of the Hour:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu: Hourglass Card 3 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/Matsu_Kurisu
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 9 Sajan/Matsu_Kurisu: Hourglass Card 8 Estra/AAUGHWHY
Henchman Proxy B2 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/Matsu_Kurisu
The Bear CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# On your check, freely discard to use your Strength die instead of the normal die. Discard to explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
The Publican CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 14 Sajan/Matsu_Kurisu: Hourglass Card 13 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/Matsu_Kurisu
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: Hourglass Card 16 Thargrap/cartmanbeck: Hourglass Card 15 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 17 Ramexes/Mhuirich: Hourglass Card 16 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 18 Estra/AAUGHWHY: Hourglass Card 17 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 19 Sajan/Matsu_Kurisu: Hourglass Card 18 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 20 Angban/morph1470: Hourglass Card 19 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 21 Thargrap/cartmanbeck: Hourglass Card 20 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 22 Ramexes/Mhuirich: Hourglass Card 21 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 22 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Caves
Caves Card 1: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 2: Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Caves Card 3: 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. Caves Card 4:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Location #2: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Angban/morph1470, None Oubliette Card 1: 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. Oubliette Card 2: 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. Oubliette Card 3: Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Oubliette Card 4: 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. Oubliette Card 5: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 6: 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. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Spider Nest Card 1: Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Spider Nest Card 2: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spider Nest Card 3: 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. Spider Nest Card 4: Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 5: 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. Spider Nest Card 6: 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. Spider Nest Card 7: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 8: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 9: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 10:
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. Location #4: Pits Underground Wild At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage. When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand. When Permanently Closed: You may shuffle your deck. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: 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
Pits Card 2: 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. Pits Card 3: 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
Pits Card 4: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Pits Card 6: 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. Pits Card 7: 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. Pits Card 8: Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Pits Card 9: Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Pits Card 10:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Mine Card 1: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mine Card 2: 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. Mine Card 3: 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. Mine Card 4: 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. Mine Card 5: 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. Mine Card 6: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 8: 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. Mine Card 9: 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. Mine Card 10:
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. Location #6: Twisting Passages Underground Urban At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check. When Closing: Succeed at a Wisdom or Survival 5+# check. When Permanently Closed: Each local character moves to a random other location. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Twisting Passages Card 1: 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. Twisting Passages Card 2: 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. Twisting Passages Card 3: 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. Twisting Passages Card 4: 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. Twisting Passages Card 5: 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. Twisting Passages Card 6: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 7: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Twisting Passages Card 8:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, Estra/AAUGHWHY, None Crypt Card 1 (The Locksmith): The Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Crypt Card 2 (Villain Proxy V1): Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 3, Angban/morph1470 Random Cards:
Monsters 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. 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:
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:
Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Spoiler:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
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:
Elemental Treaty
CotCT Spell 1 Traits: Magic Arcane Divine To Acquire: IntelligenceWisdomArcaneDivine 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 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 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:
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:
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:
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. Items Spoiler:
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. 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:
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:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. Spoiler:
Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Allies Spoiler:
Mouse
Core Ally 0 Traits: Animal To Acquire: Wisdom Stealth Survival 4 On a local Dexterity or Stealth check, recharge to add 1d4. Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead. 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:
Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. 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:
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:
Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler:
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 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:
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 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. Hour Power: No effect. Current Hour: Prayer:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Mountain Man CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Henchman Proxy B3 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu: Hourglass Card 3 Estra/AAUGHWHY
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/Matsu_Kurisu
Henchman Proxy B1 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 9 Sajan/Matsu_Kurisu: Hourglass Card 8 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/Matsu_Kurisu
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 14 Sajan/Matsu_Kurisu: Hourglass Card 13 Estra/AAUGHWHY
Henchman Proxy B2 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/Matsu_Kurisu
The Bear CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# On your check, freely discard to use your Strength die instead of the normal die. Discard to explore. Spoiler: Hourglass Card 16 Thargrap/cartmanbeck: Hourglass Card 15 Angban/morph1470
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 17 Ramexes/Mhuirich: Hourglass Card 16 Thargrap/cartmanbeck
The Publican CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Spoiler: Hourglass Card 18 Estra/AAUGHWHY: Hourglass Card 17 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 19 Sajan/Matsu_Kurisu: Hourglass Card 18 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 20 Angban/morph1470: Hourglass Card 19 Sajan/Matsu_Kurisu
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: Hourglass Card 21 Thargrap/cartmanbeck: Hourglass Card 20 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 22 Ramexes/Mhuirich: Hourglass Card 21 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 23 Estra/AAUGHWHY: Hourglass Card 22 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 24 Sajan/Matsu_Kurisu: Hourglass Card 23 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 25 Angban/morph1470: Hourglass Card 24 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 26 Thargrap/cartmanbeck: Hourglass Card 25 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 27 Ramexes/Mhuirich: Hourglass Card 26 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 27 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Caves
Caves Card 1: 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. Caves Card 2: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 3: 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. Caves Card 4: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 5: Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Caves Card 6: 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. Caves Card 7:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Location #2: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Oubliette Card 1: Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Oubliette Card 2: 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. Oubliette 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. Oubliette Card 4: Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Oubliette Card 5: 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. Oubliette Card 6: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9: 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. Oubliette Card 10:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Spider Nest Card 1: Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Spider Nest Card 2: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spider Nest Card 3: 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. Spider Nest Card 4: Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 5: 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. Spider Nest Card 6: 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. Spider Nest Card 7: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 8: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 9: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 10:
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. Location #4: Pits Underground Wild At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage. When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand. When Permanently Closed: You may shuffle your deck. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: 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
Pits Card 2: 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. Pits Card 3: 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
Pits Card 4: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Pits Card 6: 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. Pits Card 7: 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. Pits Card 8: Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Pits Card 9: Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Pits Card 10:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Mine Card 1: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mine Card 2: 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. Mine Card 3: 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. Mine Card 4: 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. Mine Card 5: 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. Mine Card 6: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 8: 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. Mine Card 9: 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. Mine Card 10:
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. Location #6: Twisting Passages Underground Urban At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check. When Closing: Succeed at a Wisdom or Survival 5+# check. When Permanently Closed: Each local character moves to a random other location. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Twisting Passages Card 1: War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. Twisting Passages Card 2: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Twisting Passages Card 3: 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. Twisting Passages Card 4: 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. Twisting Passages Card 5: 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. Twisting Passages Card 6: 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. Twisting Passages Card 7: 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. Twisting Passages Card 8: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 9: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Twisting Passages Card 10:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, Estra/AAUGHWHY, None Crypt Card 1: 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. Crypt Card 2: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 2, Sajan/Matsu_Kurisu Random Cards:
Monsters Spoiler:
Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Spoiler:
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:
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. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
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:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Spoiler:
Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. 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:
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. 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. Weapons 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:
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:
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. 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:
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. Spells 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:
Locate Object
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Banish to examine your location until you find a boon. Encounter it, then shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
Infernal Healing
CotCT Spell 0 Traits: Arcane Divine Healing Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Display next to a local character. While displayed: * At the end of this character's turns, they may bury a card from their discards to heal a card. * At the end of the scenario, banish; if proficient, bury 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:
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. Armors 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:
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:
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. 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:
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:
Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. 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. Spoiler:
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. 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:
Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Allies 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:
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:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Spoiler:
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. Blessings Spoiler:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
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:
Irori's Mastery
Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler:
The 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. Hour Power: If you are at a Wild location, you may discard a card to explore. Current Hour: Erastil's Eye:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Hours Remaining: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Angban/morph1470: Spoiler: Hourglass Card 2 Thargrap/cartmanbeck: Hourglass Card 1 Angban/morph1470
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 3 Ramexes/Mhuirich: Hourglass Card 2 Thargrap/cartmanbeck
The Mountain Man CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler: Hourglass Card 4 Estra/AAUGHWHY: Hourglass Card 3 Ramexes/Mhuirich
Henchman Proxy B3 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 5 Sajan/Matsu_Kurisu: Hourglass Card 4 Estra/AAUGHWHY
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 6 Angban/morph1470: Hourglass Card 5 Sajan/Matsu_Kurisu
Henchman Proxy B1 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 7 Thargrap/cartmanbeck: Hourglass Card 6 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 8 Ramexes/Mhuirich: Hourglass Card 7 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 9 Estra/AAUGHWHY: Hourglass Card 8 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 10 Sajan/Matsu_Kurisu: Hourglass Card 9 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 11 Angban/morph1470: Hourglass Card 10 Sajan/Matsu_Kurisu
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 12 Thargrap/cartmanbeck: Hourglass Card 11 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 13 Ramexes/Mhuirich: Hourglass Card 12 Thargrap/cartmanbeck
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Estra/AAUGHWHY: Hourglass Card 13 Ramexes/Mhuirich
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 15 Sajan/Matsu_Kurisu: Hourglass Card 14 Estra/AAUGHWHY
Henchman Proxy B2 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 16 Angban/morph1470: Hourglass Card 15 Sajan/Matsu_Kurisu
The Bear CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# On your check, freely discard to use your Strength die instead of the normal die. Discard to explore. Spoiler: Hourglass Card 17 Thargrap/cartmanbeck: Hourglass Card 16 Angban/morph1470
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 18 Ramexes/Mhuirich: Hourglass Card 17 Thargrap/cartmanbeck
The Publican CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Spoiler: Hourglass Card 19 Estra/AAUGHWHY: Hourglass Card 18 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 20 Sajan/Matsu_Kurisu: Hourglass Card 19 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 21 Angban/morph1470: Hourglass Card 20 Sajan/Matsu_Kurisu
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: Hourglass Card 22 Thargrap/cartmanbeck: Hourglass Card 21 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 23 Ramexes/Mhuirich: Hourglass Card 22 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 24 Estra/AAUGHWHY: Hourglass Card 23 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 25 Sajan/Matsu_Kurisu: Hourglass Card 24 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 26 Angban/morph1470: Hourglass Card 25 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 27 Thargrap/cartmanbeck: Hourglass Card 26 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 28 Ramexes/Mhuirich: Hourglass Card 27 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 28 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Caves
Caves 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. Caves Card 2: 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. Caves Card 3: Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Caves Card 4: 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. Caves Card 5: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 6: 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. Caves Card 7: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 8: Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Caves Card 9: 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. Caves Card 10:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Location #2: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Oubliette Card 1: Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Oubliette Card 2: 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. Oubliette 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. Oubliette Card 4: Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Oubliette Card 5: 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. Oubliette Card 6: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9: 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. Oubliette Card 10:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Spider Nest Card 1: Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Spider Nest Card 2: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spider Nest Card 3: 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. Spider Nest Card 4: Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 5: 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. Spider Nest Card 6: 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. Spider Nest Card 7: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 8: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 9: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 10:
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. Location #4: Pits Underground Wild At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage. When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand. When Permanently Closed: You may shuffle your deck. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: 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
Pits Card 2: 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. Pits Card 3: 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
Pits Card 4: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Pits Card 6: 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. Pits Card 7: 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. Pits Card 8: Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Pits Card 9: Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Pits Card 10:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Mine Card 1: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mine Card 2: 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. Mine Card 3: 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. Mine Card 4: 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. Mine Card 5: 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. Mine Card 6: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 8: 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. Mine Card 9: 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. Mine Card 10:
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. Location #6: Twisting Passages Underground Urban At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check. When Closing: Succeed at a Wisdom or Survival 5+# check. When Permanently Closed: Each local character moves to a random other location. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Twisting Passages Card 1: War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. Twisting Passages Card 2: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Twisting Passages Card 3: 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. Twisting Passages Card 4: 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. Twisting Passages Card 5: 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. Twisting Passages Card 6: 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. Twisting Passages Card 7: 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. Twisting Passages Card 8: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 9: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Twisting Passages Card 10:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, Estra/AAUGHWHY, None Crypt Card 1: 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. Crypt Card 2: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 3: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7: 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.
During This Adventure: Scenario 7-2D: What Lies Beneath the City At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: Always keep the top 3 cards of the hourglass faceup. When you advance the hour, if it is a Proxy B, summon and encounter the danger. While anyone encounters a villain, treat # as 1 higher. On your turn, you may reload a card to examine the top card of your location. Additional Rules: Setup: Create the hourglass with 5 fewer blessings, then shuffle 5 Proxy Bs into it. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Scenario Level (#): 2 Turn: 1, Estra/AAUGHWHY 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:
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:
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:
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:
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. Barriers Spoiler:
Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Spoiler:
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. 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:
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:
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. Weapons 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:
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:
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:
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. Spells 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. 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. 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:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. 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. Armors Spoiler:
Spiked Breastplate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. 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:
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:
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:
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. Spoiler:
Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Spoiler:
Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. 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. 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. Allies 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:
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:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
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. 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:
The Desert
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler:
The Eclipse
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler:
The Paladin
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+# On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy. Spoiler:
The Empty Throne
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, you may banish a boon to reroll a die. To Acquire: Charisma Divine 4+# On any check, discard to bless. Discard to ignore a bane's before acting or after acting powers. Discard to explore. This exploration, you may ignore banes' before acting or after acting powers. Hour Power: You may avenge by discarding a card. Current Hour: Calistria's Sting:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Sajan/Matsu_Kurisu: Spoiler: Hourglass Card 2 Angban/morph1470: Hourglass Card 1 Sajan/Matsu_Kurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Thargrap/cartmanbeck: Hourglass Card 2 Angban/morph1470
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 4 Ramexes/Mhuirich: Hourglass Card 3 Thargrap/cartmanbeck
The Mountain Man CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler: Hourglass Card 5 Estra/AAUGHWHY: Hourglass Card 4 Ramexes/Mhuirich
Henchman Proxy B3 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 6 Sajan/Matsu_Kurisu: Hourglass Card 5 Estra/AAUGHWHY
Sarenrae's Light Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler: Hourglass Card 7 Angban/morph1470: Hourglass Card 6 Sajan/Matsu_Kurisu
Henchman Proxy B1 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 8 Thargrap/cartmanbeck: Hourglass Card 7 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 9 Ramexes/Mhuirich: Hourglass Card 8 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 10 Estra/AAUGHWHY: Hourglass Card 9 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 11 Sajan/Matsu_Kurisu: Hourglass Card 10 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 12 Angban/morph1470: Hourglass Card 11 Sajan/Matsu_Kurisu
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 13 Thargrap/cartmanbeck: Hourglass Card 12 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 14 Ramexes/Mhuirich: Hourglass Card 13 Thargrap/cartmanbeck
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 15 Estra/AAUGHWHY: Hourglass Card 14 Ramexes/Mhuirich
The Survivor CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Spoiler: Hourglass Card 16 Sajan/Matsu_Kurisu: Hourglass Card 15 Estra/AAUGHWHY
Henchman Proxy B2 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 17 Angban/morph1470: Hourglass Card 16 Sajan/Matsu_Kurisu
The Bear CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# On your check, freely discard to use your Strength die instead of the normal die. Discard to explore. Spoiler: Hourglass Card 18 Thargrap/cartmanbeck: Hourglass Card 17 Angban/morph1470
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 19 Ramexes/Mhuirich: Hourglass Card 18 Thargrap/cartmanbeck
The Publican CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Spoiler: Hourglass Card 20 Estra/AAUGHWHY: Hourglass Card 19 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 21 Sajan/Matsu_Kurisu: Hourglass Card 20 Estra/AAUGHWHY
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 22 Angban/morph1470: Hourglass Card 21 Sajan/Matsu_Kurisu
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: Hourglass Card 23 Thargrap/cartmanbeck: Hourglass Card 22 Angban/morph1470
The Sickness CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Spoiler: Hourglass Card 24 Ramexes/Mhuirich: Hourglass Card 23 Thargrap/cartmanbeck
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 25 Estra/AAUGHWHY: Hourglass Card 24 Ramexes/Mhuirich
Henchman Proxy B5 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 26 Sajan/Matsu_Kurisu: Hourglass Card 25 Estra/AAUGHWHY
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 27 Angban/morph1470: Hourglass Card 26 Sajan/Matsu_Kurisu
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 28 Thargrap/cartmanbeck: Hourglass Card 27 Angban/morph1470
Henchman Proxy B4 Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Spoiler: Hourglass Card 29 Ramexes/Mhuirich: Hourglass Card 28 Thargrap/cartmanbeck
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 29 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Location #1: Caves
Caves 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. Caves Card 2: 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. Caves Card 3: Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Caves Card 4: 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. Caves Card 5: Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Caves Card 6: 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. Caves Card 7: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Caves Card 8: Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Caves Card 9: 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. Caves Card 10:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Location #2: Oubliette Underground At This Location: Damage you suffer is increased by 1. When Closing: Succeed at a Constitution or Fortitude 5+# check. When Permanently Closed: You may heal an ally. M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Oubliette Card 1: Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Oubliette Card 2: 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. Oubliette 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. Oubliette Card 4: Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Oubliette Card 5: 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. Oubliette Card 6: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Oubliette Card 7: 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. Oubliette Card 8: 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. Oubliette Card 9: 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. Oubliette Card 10:
The Juggler
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Location #3: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 5 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Spider Nest Card 1: Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Spider Nest Card 2: Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spider Nest Card 3: 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. Spider Nest Card 4: Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spider Nest Card 5: 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. Spider Nest Card 6: 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. Spider Nest Card 7: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spider Nest Card 8: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Spider Nest Card 9: Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. Spider Nest Card 10:
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. Location #4: Pits Underground Wild At This Location: When you fail a check to acquire or defeat, suffer 1 Combat damage. When Closing: Draw a number of cards equal to the number of local characters, then recharge your hand. When Permanently Closed: You may shuffle your deck. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Pits Card 1: 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
Pits Card 2: 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. Pits Card 3: 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
Pits Card 4: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 5: Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Pits Card 6: 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. Pits Card 7: 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. Pits Card 8: Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Pits Card 9: Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. Pits Card 10:
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. Location #5: Mine Underground At This Location: When you fail a check to defeat or acquire, mark this location with the scourge Entangled. When Closing: Summon and acquire a weapon. When Permanently Closed: No effect. M: 2 Ba: 3 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Mine Card 1: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Mine Card 2: 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. Mine Card 3: 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. Mine Card 4: 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. Mine Card 5: 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. Mine Card 6: Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Mine Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mine Card 8: 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. Mine Card 9: 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. Mine Card 10:
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. Location #6: Twisting Passages Underground Urban At This Location: You cannot move unless you succeed at an Intelligence or Knowledge 6+# check. When Closing: Succeed at a Wisdom or Survival 5+# check. When Permanently Closed: Each local character moves to a random other location. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Twisting Passages Card 1: War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. Twisting Passages Card 2: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Twisting Passages Card 3: 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. Twisting Passages Card 4: 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. Twisting Passages Card 5: 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. Twisting Passages Card 6: 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. Twisting Passages Card 7: 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. Twisting Passages Card 8: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 9: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Twisting Passages Card 10:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Location #7: Crypt Sacred Underground Urban At This Location: The difficulty of checks against Undead banes is increased by 3. When Closing: Succeed at a Wisdom or Divine 5+# check. When Permanently Closed: You may examine the top card of the hourglass. If it is a blessing, you may draw it. M: 4 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded Crypt Card 4: 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. Crypt Card 5: Villain Proxy V1
Core Villain 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a villain. Please refer to the scenario text for the Proxy A definition. Crypt Card 6: Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Crypt Card 7: 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. Crypt Card 8: 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. Crypt Card 9: 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. Crypt Card 10: 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.
Scenario 7-2D: What Lies Beneath the City The temperature quickly drops to an uncomfortable subterranean chill as you watch a Duskwarden pull shut the doors behind you. As your eyes acclimate to the dim light, Balok pulls out a series of small crystal necklaces and gestures for you to take one. “Halflight Charm,” they whisper. “Lights the way and lets us find you if you get lost.” The crystal casts a cool glow across the stone and brick around you. As you’re led into the Halflight Path, you have the unmistakable feeling you’re drawing nearer to the source of the undead in Kaer Maga. The trek is arduous and fraught with dangers underfoot; loose stones, tight gaps, and long falls await you at every turn. The Duskwardens chat with you quietly during some parts of the journey, sharing tales of monsters bested, caravans saved, and comrades lost. As you approach each intersection, though, they fall silent, carefully eying the blocked side passages and tunnels as they hurry you quickly past them. Many steps further, you begin to see signs of prior battles. Huge corpses of slain beast and monster are pushed to the side of the path, too big to pull to the surface.
A rough-hewn tunnel gives way to a level walking path for a few moments, and you ask Balok about the bodies. They turn to you with a weary expression and reply, “There’s no rhyme or reason to what gets reanimated. Trust nobody down here, and more importantly... trust no body.” As you descend, the brick walls and barricades blocking off side passages and tunnels show signs of heavy wear and tear. You catch sight of yellow eyes peering at you from small holes in the walls. Suddenly, Balok brings the group to a halt with a raised fist. They point at the way ahead, where a pile of bricks lies cast out from a side passage. Something may have gotten through. They walk a few steps closer to peer around the edge of the tunnel, and a yell of
Balok’s body has barely touched the floor before it is overrun by a trio of horse-sized chitinous creatures that scuttle out of the side
That must be their queen.
7-2C Summary: Estra (Tier 2, XP 3) Hero Points: 2
Thargrap (Tier 2, XP 3) Hero Points: 1
Angban(Tier 2, XP 3) Hero Points: 1
Sajan (Tier 2, XP 4) Hero Points: 3
Ramexes (Tier 2, XP 3) Hero Points: 1
Development:
“Alright, alright, you’ve made your case. I’ll grant you access into the path. But know this: you keep your head down, and your eyes peeled. I can’t have my Duskwardens babysitting you. They have enough on their
You assure the Duskwardens that Pathfinders need no monitoring, but they scoff under their breath. Still, they stay true to their word and thump heavily on the ceiling with a gauntleted fist. “Duskwardens!” they call out. “Ready your arms! We have Pathfinders to escort”. Rewards:
Acquired Cards:
During This Adventure: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 28, Ramexes/Mhuirich Random Cards:
Monsters Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
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:
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. 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. Barriers Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
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:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Spoiler:
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:
Flaming Shortbow
CotCT Weapon 1 Traits: 2-Handed Bow Fire Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 9 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait. If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait. 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. Spoiler:
Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. 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:
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. 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:
Cure
Core Spell 0 Traits: Divine Magic Healing To Acquire: WisdomDivine 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:
Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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:
Elemental Treaty
CotCT Spell 1 Traits: Magic Arcane Divine To Acquire: IntelligenceWisdomArcaneDivine 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:
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: ConstitutionFortitude 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 discard 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:
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:
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:
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:
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:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. Spoiler:
Compass
Core Item 0 Traits: Object To Acquire: Wisdom Survival 4 Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard to explore. Spoiler:
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. 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. Allies 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:
Frog
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 4 When you encounter an Obstacle or Trap bane, bury to evade it, then explore. Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead. 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:
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. Blessings Spoiler:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler:
The Avalanche
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hour Power: On your check, you may recharge a card to replace all d4s with d8s. Current Hour: The Locksmith:
The Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Hours Remaining: 2 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/Matsu_Kurisu: Hourglass Card 1 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 2 Sajan/Matsu_Kurisu
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. Location #4: Chambers
Location #8: Cards Not In the Box
Cards Not In the Box Card 1 (Necrophidian): Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed.
During This Adventure: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 26, Angban/morph1470 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:
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:
Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Spoiler:
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:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. 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:
Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Spoiler:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. 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:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Weapons Spoiler:
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:
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:
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:
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:
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:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
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:
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:
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. 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
Armors 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:
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. 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:
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:
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. Items 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:
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:
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:
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 Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Allies Spoiler:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
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:
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:
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. Blessings Spoiler:
The Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
The Big Sky
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+# On a local character's check against a bane, discard to bless and they may remove 1 of their scourges. Discard to explore, or to move then explore. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Hour Power: No effect. Current Hour: Incitation:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hours Remaining: 4 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu: Hourglass Card 3 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu
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. Location #4: Chambers
Chambers Card 1 (Charm Person): 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. Chambers Card 2: 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. Chambers Card 3: 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. Chambers Card 4:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1 (Necrophidian): Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed.
During This Adventure: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 21, Angban/morph1470 Random Cards:
Monsters Spoiler:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. 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:
Bloodbug
Core Monster 0 Traits: Animal To Defeat: Combat 11 If defeated by less than 4, or undefeated, suffer the scourge Wounded. 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:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Barriers Spoiler:
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:
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:
Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. 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:
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. Weapons 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:
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:
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. 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:
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:
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:
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:
Candlelight
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 5 Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter. DURING RECOVERY
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:
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:
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:
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:
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:
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:
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. Items Spoiler:
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. 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:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 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:
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. 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
Allies 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:
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:
Harrowed Society Student
CotCT Ally 0 Traits: Arcanist Human Harrow To Acquire: Charisma Diplomacy 6 On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6. Discard to explore. Spoiler:
Frog
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 4 When you encounter an Obstacle or Trap bane, bury to evade it, then explore. Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead. 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. Blessings Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
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:
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 Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
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. Hour Power: No effect. Current Hour: Sands of the Hour:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Hours Remaining: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu: Hourglass Card 3 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/Matsu_Kurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 9 Sajan/Matsu_Kurisu: Hourglass Card 8 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 9 Sajan/Matsu_Kurisu
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. Location #1: Arsenal
Arsenal Card 1 (Tower Shield): 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. Arsenal Card 2: 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. Arsenal Card 3:
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. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Sajan/Matsu_Kurisu, None Chambers 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. Chambers Card 2: 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. Chambers Card 3: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 5: 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. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 10:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 16, Angban/morph1470 Random Cards:
Monsters Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
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:
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:
Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Barriers Spoiler:
Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded 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:
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:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
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. 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:
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:
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:
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. Spells Spoiler:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
Remove Disease
CotCT Spell 1 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to remove the scourge Plagued from any number of local characters. 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:
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:
Detect Magic
Core Spell 0 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 3 Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead. 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:
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:
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 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:
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. Items 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:
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. 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:
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:
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. 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:
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:
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:
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:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
The Brass Dwarf
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler:
The Mute Hag
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler:
The 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:
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:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Hour Power: If you are at a Wild location, you may discard a card to explore. Current Hour: Erastil's Eye:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 4 Sajan/Matsu_Kurisu: Hourglass Card 3 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/Matsu_Kurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 9 Sajan/Matsu_Kurisu: Hourglass Card 8 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/Matsu_Kurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 14 Sajan/Matsu_Kurisu: Hourglass Card 13 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 14 Sajan/Matsu_Kurisu
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. Location #1: Arsenal
Arsenal Card 1 (Henchman Proxy A6): Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal 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. Arsenal Card 3: 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. Arsenal Card 4: 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. Arsenal Card 5:
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. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, Estra/AAUGHWHY, None Office Card 1 (Henchman Proxy A7): Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 2: 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. Office Card 3: 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. Office Card 4: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 5:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Sajan/Matsu_Kurisu, None Chambers Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 14, Estra/AAUGHWHY Random Cards:
Monsters Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
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:
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:
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. Barriers 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:
Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded 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:
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. 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:
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:
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. Spoiler:
Flaming Shortbow
CotCT Weapon 1 Traits: 2-Handed Bow Fire Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 9 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait. If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait. After playing this weapon, you may not play an Offhand boon this encounter. 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. Spells Spoiler:
Cure
Core Spell 0 Traits: Divine Magic Healing To Acquire: WisdomDivine 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:
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:
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:
Detect Magic
Core Spell 0 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 3 Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead. 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:
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:
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:
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:
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:
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. Items Spoiler:
Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. 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:
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:
War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. Spoiler:
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. Allies 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:
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:
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:
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:
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. 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:
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:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
The 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. Hour Power: On your check against a spell, add 1d4. Current Hour: Nethys's Duality:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Hours Remaining: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Sajan/Matsu_Kurisu: Spoiler: Hourglass Card 2 Angban/morph1470: Hourglass Card 1 Sajan/Matsu_Kurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 3 Thargrap/cartmanbeck: Hourglass Card 2 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Ramexes/Mhuirich: Hourglass Card 3 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 5 Estra/AAUGHWHY: Hourglass Card 4 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 6 Sajan/Matsu_Kurisu: Hourglass Card 5 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Angban/morph1470: Hourglass Card 6 Sajan/Matsu_Kurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 8 Thargrap/cartmanbeck: Hourglass Card 7 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 9 Ramexes/Mhuirich: Hourglass Card 8 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 10 Estra/AAUGHWHY: Hourglass Card 9 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 11 Sajan/Matsu_Kurisu: Hourglass Card 10 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 12 Angban/morph1470: Hourglass Card 11 Sajan/Matsu_Kurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 13 Thargrap/cartmanbeck: Hourglass Card 12 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Ramexes/Mhuirich: Hourglass Card 13 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 15 Estra/AAUGHWHY: Hourglass Card 14 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 16 Sajan/Matsu_Kurisu: Hourglass Card 15 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 16 Sajan/Matsu_Kurisu
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. Location #1: Arsenal
Arsenal Card 1 (Henchman Proxy A6): Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal 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. Arsenal Card 3: 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. Arsenal Card 4: 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. Arsenal Card 5:
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. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Office Card 1 (Henchman Proxy A7): Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 2: 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. Office Card 3: 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. Office Card 4: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 5:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, None Academy Card 1 (Henchman Proxy A1): Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Academy Card 2 (Razor Snare): 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. Academy Card 3: 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. Academy Card 4:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1 (Henchman Proxy A4): Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 2: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 3: 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. Repository Card 4: 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. Repository Card 5: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 6: 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. Repository Card 7:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 13, Ramexes/Mhuirich Random Cards:
Monsters Spoiler:
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. Spoiler:
Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Spoiler:
Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spoiler:
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:
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:
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:
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:
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:
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:
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:
Scythe
CotCT Weapon 0 Traits: 2-Handed Melee Scythe Slashing To Acquire: Strength Melee 9 For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location. 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:
Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. 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:
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. Spells 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. Spoiler:
Fool's Gold
CotCT Spell 1 Traits: Arcane Magic Divine 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:
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:
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:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Armors 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:
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:
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:
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:
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:
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:
Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
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:
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:
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. Allies Spoiler:
Mouse
Core Ally 0 Traits: Animal To Acquire: Wisdom Stealth Survival 4 On a local Dexterity or Stealth check, recharge to add 1d4. Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead. Spoiler:
Gentleman Explorer
CotCT Ally 1 Traits: Human Aristocrat 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:
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:
Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, 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. 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:
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:
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 Teamster
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hour Power: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. Current Hour: Shelyn's Song:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Hours Remaining: 17 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 12 Sajan/MatsuKurisu: Hourglass Card 11 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/MatsuKurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Thargrap/cartmanbeck: Hourglass Card 13 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Ramexes/Mhuirich: Hourglass Card 14 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 16 Estra/AAUGHWHY: Hourglass Card 15 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 17 Sajan/MatsuKurisu: Hourglass Card 16 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 17 Sajan/MatsuKurisu
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. Location #1: Arsenal
Arsenal Card 1: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal 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. Arsenal Card 3: 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. Arsenal Card 4: 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. Arsenal Card 5:
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. Location #2: Hospice Urban At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges. When Closing: Summon and defeat the story bane Queen's Physician. When Permanently Closed: Remove 1 of your scourges. M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, None Hospice Card 1 (Minor Harrowing): 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
Hospice Card 2: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Hospice Card 3:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Office Card 1: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 2: 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. Office Card 3: 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. Office Card 4: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 5:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, None Academy Card 1 (Henchman Proxy A1): Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Academy Card 2 (Razor Snare): 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. Academy Card 3: 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. Academy Card 4:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1 (Henchman Proxy A4): Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 2: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 3: 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. Repository Card 4: 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. Repository Card 5: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 6: 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. Repository Card 7:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 10, Sajan/MatsuKurisu Random Cards:
Monsters Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
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:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. 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:
Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Barriers Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Spoiler:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Spoiler:
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:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Weapons Spoiler:
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:
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:
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:
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. Spells 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:
Deflect
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 4 When a local character suffers Combat damage, freely banish to reduce it by 4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 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:
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. Spoiler:
False Life
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 4 Display. While displayed: * When you suffer damage, you may 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:
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:
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:
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 Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
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:
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:
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:
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. 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:
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:
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:
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. Blessings Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
The Paladin
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+# On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy. Spoiler:
The Uprising
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler:
The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Hour Power: On your check, you may discard a card to reroll a die showing 1. Current Hour: 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. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Angban/morph1470: Spoiler: Hourglass Card 2 Thargrap/cartmanbeck: Hourglass Card 1 Angban/morph1470
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 3 Ramexes/Mhuirich: Hourglass Card 2 Thargrap/cartmanbeck
The Midwife CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire: Wisdom Divine 4+# When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed. Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead. Spoiler: Hourglass Card 4 Estra/AAUGHWHY: Hourglass Card 3 Ramexes/Mhuirich
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Sajan/MatsuKurisu: Hourglass Card 4 Estra/AAUGHWHY
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 6 Angban/morph1470: Hourglass Card 5 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 7 Thargrap/cartmanbeck: Hourglass Card 6 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Ramexes/Mhuirich: Hourglass Card 7 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 9 Estra/AAUGHWHY: Hourglass Card 8 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 10 Sajan/MatsuKurisu: Hourglass Card 9 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 11 Angban/morph1470: Hourglass Card 10 Sajan/MatsuKurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 12 Thargrap/cartmanbeck: Hourglass Card 11 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 13 Ramexes/Mhuirich: Hourglass Card 12 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 14 Estra/AAUGHWHY: Hourglass Card 13 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 15 Sajan/MatsuKurisu: Hourglass Card 14 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 16 Angban/morph1470: Hourglass Card 15 Sajan/MatsuKurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 17 Thargrap/cartmanbeck: Hourglass Card 16 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 18 Ramexes/Mhuirich: Hourglass Card 17 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 19 Estra/AAUGHWHY: Hourglass Card 18 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 20 Sajan/MatsuKurisu: Hourglass Card 19 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 20 Sajan/MatsuKurisu
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. Location #1: Arsenal
Arsenal Card 1 (Heavy Crossbow): 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. Arsenal Card 2: 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. Arsenal Card 3: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal 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. Arsenal Card 5: 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. Arsenal Card 6: 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. Arsenal Card 7:
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. Location #2: Hospice Urban At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges. When Closing: Summon and defeat the story bane Queen's Physician. When Permanently Closed: Remove 1 of your scourges. M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, None Hospice Card 1 (Acadamae Student): 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. Hospice Card 2: 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
Hospice Card 3: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Hospice Card 4:
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. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Office Card 1 (Knock): 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. Office Card 2: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 3: 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. Office Card 4: 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. Office Card 5: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 6:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #5: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Sajan/MatsuKurisu, None Tenement Card 1 (Henchman Proxy A2): Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 2: 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. Tenement Card 3: Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Tenement Card 4: The Survivor
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Tenement Card 5: 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. Tenement Card 6: 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. Tenement Card 7:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, None Academy Card 1 (Henchman Proxy A1): Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Academy Card 2 (Razor Snare): 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. Academy Card 3: 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. Academy Card 4:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1 (Crowbar): 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. Repository Card 2: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 3: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 4: 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. Repository Card 5: 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. Repository Card 6: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 7: 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. Repository Card 8:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 8, Ramexes/Mhuirich Random Cards:
Monsters Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. Spoiler:
Ghost
Core Monster 1 Traits: Ghost Incorporeal Mental Undead Veteran To Defeat: Combat 11+## OR Divine 6+# Immune to Mental and Poison. All damage is Mental damage that may not be reduced. If the check to defeat does not have the Magic trait, this monster is undefeated. Spoiler:
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. Barriers Spoiler:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
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:
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. 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:
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:
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:
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:
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. 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:
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:
Locate Object
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Banish to examine your location until you find a boon. Encounter it, then shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 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. 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:
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:
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:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: ConstitutionFortitude 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 discard 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:
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:
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:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. 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:
War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. 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. Allies 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:
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:
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:
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:
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. Blessings Spoiler:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
Erastil's Eye
Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Hour Power: On your check against an Animal or Elemental card, add 1d4. Current Hour: Gozreh's Growth:
Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
The Midwife CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire: Wisdom Divine 4+# When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed. Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 12 Sajan/MatsuKurisu: Hourglass Card 11 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/MatsuKurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 14 Thargrap/cartmanbeck: Hourglass Card 13 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 15 Ramexes/Mhuirich: Hourglass Card 14 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 16 Estra/AAUGHWHY: Hourglass Card 15 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 17 Sajan/MatsuKurisu: Hourglass Card 16 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 18 Angban/morph1470: Hourglass Card 17 Sajan/MatsuKurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 19 Thargrap/cartmanbeck: Hourglass Card 18 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 20 Ramexes/Mhuirich: Hourglass Card 19 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 21 Estra/AAUGHWHY: Hourglass Card 20 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 22 Sajan/MatsuKurisu: Hourglass Card 21 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 22 Sajan/MatsuKurisu
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. Location #1: Arsenal
Arsenal Card 1 (Heavy Crossbow): 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. Arsenal Card 2: 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. Arsenal Card 3: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal 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. Arsenal Card 5: 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. Arsenal Card 6: 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. Arsenal Card 7:
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. Location #2: Hospice Urban At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges. When Closing: Summon and defeat the story bane Queen's Physician. When Permanently Closed: Remove 1 of your scourges. M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, None Hospice Card 1 (Craftsman): Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable checks, add 1d4. Hospice Card 2: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Hospice Card 3: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Hospice Card 4: 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
Hospice Card 5: 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. Hospice Card 6:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Office Card 1: 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. Office Card 2: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 3: 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. Office Card 4: 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. Office Card 5: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 6:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #5: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Sajan/MatsuKurisu, None Tenement Card 1 (Henchman Proxy A2): Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 2: 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. Tenement Card 3: Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Tenement Card 4: The Survivor
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Tenement Card 5: 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. Tenement Card 6: 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. Tenement Card 7:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, None Academy Card 1 (Razor Snare): 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. Academy Card 2: 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. Academy Card 3: 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
Academy Card 4: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Academy Card 5: 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. Academy Card 6:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1: 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. Repository Card 2: 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. Repository Card 3: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 4: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 5: 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. Repository Card 6: 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. Repository Card 7: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 8: 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. Repository Card 9:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 6, Angban/morph1470 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:
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:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. 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. Barriers Spoiler:
Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. 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:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Spoiler:
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:
Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded Weapons 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:
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:
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:
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. 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. Spells Spoiler:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. 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:
Infernal Healing
CotCT Spell 0 Traits: Arcane Divine Healing Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Display next to a local character. While displayed: * At the end of this character's turns, they may bury a card from their discards to heal a card. * At the end of the scenario, banish; if proficient, bury instead. Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Spoiler:
Locate Object
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Banish to examine your location until you find a boon. Encounter it, then shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. 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:
Spiked Breastplate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. 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:
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:
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:
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:
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:
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:
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. Spoiler:
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. Allies Spoiler:
Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, 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:
Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. 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:
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:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
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:
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:
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: At the start of your check, the difficulty is increased by the number of allies in your hand. Current Hour: The Liar:
The Liar
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Hours Remaining: 24 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 4 Sajan/MatsuKurisu: Hourglass Card 3 Estra/AAUGHWHY
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/MatsuKurisu
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
The Midwife CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire: Wisdom Divine 4+# When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed. Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Sajan/MatsuKurisu: Hourglass Card 8 Estra/AAUGHWHY
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 14 Sajan/MatsuKurisu: Hourglass Card 13 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/MatsuKurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 16 Thargrap/cartmanbeck: Hourglass Card 15 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 17 Ramexes/Mhuirich: Hourglass Card 16 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 18 Estra/AAUGHWHY: Hourglass Card 17 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 19 Sajan/MatsuKurisu: Hourglass Card 18 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 20 Angban/morph1470: Hourglass Card 19 Sajan/MatsuKurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 21 Thargrap/cartmanbeck: Hourglass Card 20 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 22 Ramexes/Mhuirich: Hourglass Card 21 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 23 Estra/AAUGHWHY: Hourglass Card 22 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 24 Sajan/MatsuKurisu: Hourglass Card 23 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 24 Sajan/MatsuKurisu
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. Location #1: Arsenal
Arsenal Card 1 (Armor of Insults): 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. Arsenal Card 2: 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. Arsenal Card 3: 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. Arsenal Card 4: 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. Arsenal Card 5: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal Card 6: 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. Arsenal Card 7: 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. Arsenal Card 8: 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. Arsenal Card 9:
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. Location #2: Hospice Urban At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges. When Closing: Summon and defeat the story bane Queen's Physician. When Permanently Closed: Remove 1 of your scourges. M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, None Hospice Card 1 (Craftsman): Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable checks, add 1d4. Hospice Card 2: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Hospice Card 3: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Hospice Card 4: 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
Hospice Card 5: 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. Hospice Card 6:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Office Card 1 (Burning Tar): Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Office Card 2: 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. Office Card 3: 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. Office Card 4: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 5: 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. Office Card 6: 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. Office Card 7: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 8:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #5: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: Sajan/MatsuKurisu, None Tenement Card 1: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 2: 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. Tenement Card 3: Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Tenement Card 4: The Survivor
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, you may recharge any number of cards then reset. To Acquire: Constitution Survival 4+# On any check, discard to bless; if this would add 1d4, bless twice instead. Discard to explore. Tenement Card 5: 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. Tenement Card 6: 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. Tenement Card 7:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, None Academy Card 1 (Razor Snare): 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. Academy Card 2: 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. Academy Card 3: 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
Academy Card 4: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Academy Card 5: 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. Academy Card 6:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1: 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. Repository Card 2: 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. Repository Card 3: 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. Repository Card 4: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 5: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 6: 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. Repository Card 7: 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. Repository Card 8: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 9: 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. Repository Card 10:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 3, Ramexes/Mhuirich Random Cards:
Monsters 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:
Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. If undefeated, suffer the scourge Plagued. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
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. Spoiler:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. Barriers 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:
Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. 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:
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:
Warband
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: None 0 When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location. Weapons Spoiler:
Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. 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. 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:
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:
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:
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:
Detect Magic
Core Spell 0 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 3 Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead. 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:
Infernal Healing
CotCT Spell 0 Traits: Arcane Divine Healing Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Display next to a local character. While displayed: * At the end of this character's turns, they may bury a card from their discards to heal a card. * At the end of the scenario, banish; if proficient, bury instead. Spoiler:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Armors 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:
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:
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:
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:
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:
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:
Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. 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:
Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. 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:
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. Spoiler:
Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Spoiler:
Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. Spoiler:
Tinker
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Disable 6 On a local check to acquire or Craft check, recharge to add 1d4. Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4. 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. 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:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. 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: At the start of your turn, examine the top card of your location; you may encounter it. Current Hour: 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. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
The Midwife CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire: Wisdom Divine 4+# When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed. Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Sajan/MatsuKurisu: Hourglass Card 11 Estra/AAUGHWHY
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 14 Thargrap/cartmanbeck: Hourglass Card 13 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Ramexes/Mhuirich: Hourglass Card 14 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 16 Estra/AAUGHWHY: Hourglass Card 15 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 17 Sajan/MatsuKurisu: Hourglass Card 16 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 18 Angban/morph1470: Hourglass Card 17 Sajan/MatsuKurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 19 Thargrap/cartmanbeck: Hourglass Card 18 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Ramexes/Mhuirich: Hourglass Card 19 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 21 Estra/AAUGHWHY: Hourglass Card 20 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 22 Sajan/MatsuKurisu: Hourglass Card 21 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 23 Angban/morph1470: Hourglass Card 22 Sajan/MatsuKurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 24 Thargrap/cartmanbeck: Hourglass Card 23 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 25 Ramexes/Mhuirich: Hourglass Card 24 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 26 Estra/AAUGHWHY: Hourglass Card 25 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 27 Sajan/MatsuKurisu: Hourglass Card 26 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 27 Sajan/MatsuKurisu
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. Location #1: Arsenal
Arsenal Card 1 (Armor of Insults): 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. Arsenal Card 2: 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. Arsenal Card 3: 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. Arsenal Card 4: 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. Arsenal Card 5: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal Card 6: 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. Arsenal Card 7: 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. Arsenal Card 8: 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. Arsenal Card 9:
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. Location #2: Hospice Urban At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges. When Closing: Summon and defeat the story bane Queen's Physician. When Permanently Closed: Remove 1 of your scourges. M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 3 Bl: 2 ?: 1 Located/Displayed Here: None Hospice Card 1 (Harrower): Harrower
CotCT Ally 0 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 4 OR Knowledge 5 Recharge to examine the top 3 cards of any character's deck and return them in any order. Discard to examine the top card of your location, then you may explore. Hospice Card 2: 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. Hospice Card 3: 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
Hospice Card 4: 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. Hospice Card 5: 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. Hospice Card 6: Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable checks, add 1d4. Hospice Card 7: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Hospice Card 8: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Hospice Card 9: 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
Hospice Card 10: 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. Hospice Card 11:
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. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, Ramexes/Mhuirich, Estra/AAUGHWHY, None Office Card 1: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Office Card 2: 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. Office Card 3: 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. Office Card 4: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 5: 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. Office Card 6: 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. Office Card 7: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 8:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Sajan/MatsuKurisu, None Chambers Card 1 (Henchman Proxy A5): Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #5: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1 (Pit Trap): 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. Tenement Card 2: 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. Tenement Card 3: Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Tenement Card 4: Harrowed Society Student
CotCT Ally 0 Traits: Arcanist Human Harrow To Acquire: Charisma Diplomacy 6 On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6. Discard to explore. Tenement Card 5: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: 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. Tenement Card 7: Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Tenement Card 8: 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. Tenement Card 9: 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. Tenement Card 10: 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. Tenement Card 11:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Academy Card 1: Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Academy Card 2: 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. Academy Card 3: Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Academy Card 4: 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. Academy Card 5: 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. Academy Card 6: 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. Academy Card 7: 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
Academy Card 8: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Academy Card 9: 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. Academy Card 10:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1 (Cruel Longsword): 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. Repository Card 2: 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. Repository Card 3: 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. Repository Card 4: 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. Repository Card 5: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 6: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 7: 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. Repository Card 8: 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. Repository Card 9: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 10: 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. Repository Card 11:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real 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: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 1, Angban/morph1470 Random Cards:
Monsters 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:
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. 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:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Barriers 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:
Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded 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:
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:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Weapons Spoiler:
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:
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. Spoiler:
Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. 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:
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. 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:
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. Spoiler:
Candlelight
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 5 Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter. 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:
Enchant Weapon
Core Spell 0 Traits: Arcane Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 4 When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. 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:
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:
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:
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:
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. Items 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. 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:
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:
Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. 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. Allies Spoiler:
Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. 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:
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:
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:
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:
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 Forge
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler:
Calistria's Sting
Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler:
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 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. Hour Power: On each check, the first blessing played to bless may be played freely. Current Hour: Desna's Freedom:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 4 Sajan/MatsuKurisu: Hourglass Card 3 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/MatsuKurisu
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 9 Sajan/MatsuKurisu: Hourglass Card 8 Estra/AAUGHWHY
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/MatsuKurisu
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
The Midwife CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire: Wisdom Divine 4+# When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed. Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Sajan/MatsuKurisu: Hourglass Card 13 Estra/AAUGHWHY
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 16 Thargrap/cartmanbeck: Hourglass Card 15 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 17 Ramexes/Mhuirich: Hourglass Card 16 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 18 Estra/AAUGHWHY: Hourglass Card 17 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 19 Sajan/MatsuKurisu: Hourglass Card 18 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Angban/morph1470: Hourglass Card 19 Sajan/MatsuKurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 21 Thargrap/cartmanbeck: Hourglass Card 20 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 22 Ramexes/Mhuirich: Hourglass Card 21 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 23 Estra/AAUGHWHY: Hourglass Card 22 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 24 Sajan/MatsuKurisu: Hourglass Card 23 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 25 Angban/morph1470: Hourglass Card 24 Sajan/MatsuKurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 26 Thargrap/cartmanbeck: Hourglass Card 25 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 27 Ramexes/Mhuirich: Hourglass Card 26 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 28 Estra/AAUGHWHY: Hourglass Card 27 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 29 Sajan/MatsuKurisu: Hourglass Card 28 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 29 Sajan/MatsuKurisu
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. Location #1: Arsenal
Arsenal Card 1: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue Trigger To Acquire: CharismaDiplomacyStealth 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. Arsenal Card 2: 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. Arsenal Card 3: 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. Arsenal Card 4: 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. Arsenal Card 5: 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. Arsenal Card 6: 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. Arsenal Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal Card 8: 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. Arsenal Card 9: 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. Arsenal Card 10: 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. Arsenal Card 11:
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. Location #2: Hospice Urban At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges. When Closing: Summon and defeat the story bane Queen's Physician. When Permanently Closed: Remove 1 of your scourges. M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 3 Bl: 2 ?: 1 Located/Displayed Here: None Hospice Card 1: Harrower
CotCT Ally 0 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 4 OR Knowledge 5 Recharge to examine the top 3 cards of any character's deck and return them in any order. Discard to examine the top card of your location, then you may explore. Hospice Card 2: 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. Hospice Card 3: 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
Hospice Card 4: 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. Hospice Card 5: 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. Hospice Card 6: Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable checks, add 1d4. Hospice Card 7: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Hospice Card 8: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Hospice Card 9: 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
Hospice Card 10: 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. Hospice Card 11:
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. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Ramexes/Mhuirich, Estra/AAUGHWHY, None Office Card 1: 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
Office Card 2: 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. Office Card 3: 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. Office Card 4: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Office Card 5: 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. Office Card 6: 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. Office Card 7: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 8: 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. Office Card 9: 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. Office Card 10: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 11:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Sajan/MatsuKurisu, None Chambers Card 1: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #5: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Tenement Card 4: Harrowed Society Student
CotCT Ally 0 Traits: Arcanist Human Harrow To Acquire: Charisma Diplomacy 6 On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6. Discard to explore. Tenement Card 5: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: 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. Tenement Card 7: Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Tenement Card 8: 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. Tenement Card 9: 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. Tenement Card 10: 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. Tenement Card 11:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: None Academy Card 1: 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. Academy Card 2: Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Academy Card 3: 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. Academy Card 4: Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Academy Card 5: 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. Academy Card 6: 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. Academy Card 7: 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. Academy Card 8: 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
Academy Card 9: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Academy Card 10: 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. Academy Card 11:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1: 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. Repository Card 2: 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. Repository Card 3: 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. Repository Card 4: 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. Repository Card 5: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 6: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 7: 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. Repository Card 8: 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. Repository Card 9: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 10: 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. Repository Card 11:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None
Harrow Discards: Estra - 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. Sajan - 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.
During This Adventure: Scenario 7-2C: Unconventional Allies At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: At the start of your turn, you may examine the top card of each location, then you may banish an examined boon. When the result of your check to defeat exceeds its difficulty by 5 or more, or when you fail your check to acquire by 5 or more, discard a card; if you have the Stealth skill, you may instead recharge or reload a card. Additional Rules: Setup: When building the locations, shuffle an additional ally into each. Danger: Make Your Case
Scenario Level (#): 2 Turn: 1, Angban/morph1470 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:
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:
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:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Barriers Spoiler:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. 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:
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:
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:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Weapons Spoiler:
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. 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:
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:
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:
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. Spells 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:
Locate Object
Core Spell 1 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 6 Banish to examine your location until you find a boon. Encounter it, then shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
Enchant Weapon
Core Spell 0 Traits: Arcane Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 4 When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
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. Spoiler:
Detect Magic
Core Spell 0 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 3 Banish to examine the top card of your location. If it is a Magic card, you may encounter it. If it is not, you may shuffle your location. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 5 check to recharge it instead. Armors 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:
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:
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:
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. 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:
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:
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. 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:
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. Allies Spoiler:
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. Spoiler:
Frog
Core Ally 0 Traits: Animal To Acquire: Wisdom Fortitude Survival 4 When you encounter an Obstacle or Trap bane, bury to evade it, then explore. Discard to explore. This exploration, the first time you would suffer a scourge, ignore it instead. Spoiler:
Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. Spoiler:
Tinker
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Disable 6 On a local check to acquire or Craft check, recharge to add 1d4. Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4. 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:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler:
The 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:
Irori's Mastery
Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Hour Power: On each check, the first blessing played to bless may be played freely. Current Hour: Desna's Freedom:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 4 Sajan/MatsuKurisu: Hourglass Card 3 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/MatsuKurisu
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
The Liar CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your check, the difficulty is increased by the number of allies in your hand. To Acquire: Charisma Knowledge 4+# On any Charisma check, discard this card and up to 5 cards from the top of your deck to bless once for each card discarded. Discard to explore. This exploration, all Charisma checks are blessed; when this happens, suffer the scourge Poisoned. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 9 Sajan/MatsuKurisu: Hourglass Card 8 Estra/AAUGHWHY
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/MatsuKurisu
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
The Midwife CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a monster. To Acquire: Wisdom Divine 4+# When a local character would encounter a boon or a non-story bane, discard to exchange that card with a new card of the same type instead; all checks against it are blessed. Discard to explore. This exploration, the first time you would encounter a boon or a non-story bane, you may exchange it with a new one of the same type instead. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
Shelyn's Song Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Sajan/MatsuKurisu: Hourglass Card 13 Estra/AAUGHWHY
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 16 Thargrap/cartmanbeck: Hourglass Card 15 Angban/morph1470
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 17 Ramexes/Mhuirich: Hourglass Card 16 Thargrap/cartmanbeck
The Wanderer CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When a local character fails to acquire a boon, you may bury a card to encounter it. To Acquire: Intelligence Craft 4+# On any check, discard to bless; if the character attempting the check moved this turn, bless twice instead. Discard to explore. If you moved this turn, recharge instead. Spoiler: Hourglass Card 18 Estra/AAUGHWHY: Hourglass Card 17 Ramexes/Mhuirich
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 19 Sajan/MatsuKurisu: Hourglass Card 18 Estra/AAUGHWHY
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Angban/morph1470: Hourglass Card 19 Sajan/MatsuKurisu
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 21 Thargrap/cartmanbeck: Hourglass Card 20 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 22 Ramexes/Mhuirich: Hourglass Card 21 Thargrap/cartmanbeck
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 23 Estra/AAUGHWHY: Hourglass Card 22 Ramexes/Mhuirich
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 24 Sajan/MatsuKurisu: Hourglass Card 23 Estra/AAUGHWHY
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 25 Angban/morph1470: Hourglass Card 24 Sajan/MatsuKurisu
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 26 Thargrap/cartmanbeck: Hourglass Card 25 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 27 Ramexes/Mhuirich: Hourglass Card 26 Thargrap/cartmanbeck
The Tyrant CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler: Hourglass Card 28 Estra/AAUGHWHY: Hourglass Card 27 Ramexes/Mhuirich
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 29 Sajan/MatsuKurisu: Hourglass Card 28 Estra/AAUGHWHY
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 29 Sajan/MatsuKurisu
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. Location #1: Arsenal
Arsenal Card 1: Gang Enforcer
CotCT Ally 1 Traits: Human Rogue Trigger To Acquire: CharismaDiplomacyStealth 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. Arsenal Card 2: 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. Arsenal Card 3: 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. Arsenal Card 4: 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. Arsenal Card 5: 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. Arsenal Card 6: 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. Arsenal Card 7: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Arsenal Card 8: 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. Arsenal Card 9: 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. Arsenal Card 10: 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. Arsenal Card 11:
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. Location #2: Hospice Urban At This Location: If you do not explore on your turn, you may either heal 1d4+1 cards or remove 1 of your scourges. When Closing: Summon and defeat the story bane Queen's Physician. When Permanently Closed: Remove 1 of your scourges. M: 0 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 1 Al: 3 Bl: 2 ?: 1 Located/Displayed Here: None Hospice Card 1: Harrower
CotCT Ally 0 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 4 OR Knowledge 5 Recharge to examine the top 3 cards of any character's deck and return them in any order. Discard to examine the top card of your location, then you may explore. Hospice Card 2: 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. Hospice Card 3: 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
Hospice Card 4: 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. Hospice Card 5: 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. Hospice Card 6: Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable checks, add 1d4. Hospice Card 7: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Hospice Card 8: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Hospice Card 9: 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
Hospice Card 10: 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. Hospice Card 11:
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. Location #3: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Office Card 1: 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
Office Card 2: 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. Office Card 3: 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. Office Card 4: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Office Card 5: 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. Office Card 6: 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. Office Card 7: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Office Card 8: 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. Office Card 9: 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. Office Card 10: Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. Office Card 11:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. Location #4: Chambers Underground Urban At This Location: When you fail to acquire a boon, shuffle it into its location. When Closing: Either succeed at a Dexterity or Stealth 5+# check or summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: None Chambers Card 1: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Chambers 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. Chambers Card 3: 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. Chambers Card 4: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Chambers Card 5: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Chambers Card 6: 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. Chambers Card 7: 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. Chambers Card 8: 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. Chambers Card 9: 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. Chambers Card 10: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Chambers Card 11:
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. Location #5: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Tenement Card 4: Harrowed Society Student
CotCT Ally 0 Traits: Arcanist Human Harrow To Acquire: Charisma Diplomacy 6 On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6. Discard to explore. Tenement Card 5: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: 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. Tenement Card 7: Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Tenement Card 8: 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. Tenement Card 9: 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. Tenement Card 10: 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. Tenement Card 11:
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. Location #6: Academy Urban At This Location: On your first exploration of your turn, if you encounter anything other than a spell, after the exploration you may explore. When Closing: Succeed at an Intelligence or Knowledge 5+# check. When Permanently Closed: On closing, each local character may heal a spell. M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1 Located/Displayed Here: None Academy Card 1: 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. Academy Card 2: Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Academy Card 3: 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. Academy Card 4: Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Academy Card 5: 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. Academy Card 6: 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. Academy Card 7: 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. Academy Card 8: 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
Academy Card 9: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Academy Card 10: 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. Academy Card 11:
Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #7: Repository Sacred Underground At This Location: When you fail to acquire a boon, suffer 1d4-1 Poison damage. When Closing: Summon and acquire a weapon, a spell, an armor, or an item. When Permanently Closed: Recharge 1d4 boons. M: 1 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Repository Card 1: 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. Repository Card 2: 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. Repository Card 3: 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. Repository Card 4: 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. Repository Card 5: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Repository Card 6: Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. Repository Card 7: 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. Repository Card 8: 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. Repository Card 9: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Repository Card 10: 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. Repository Card 11:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None
Scenario 7-2C: Unconventional Allies The tumble at the terminus of the chase is certainly going to leave a mark, but you have escaped with your life. As you draw yourself to your feet and begin to readjust your jumbled gear, your eyes settle on the banded iron oak door before you. Set heavily in its frame, it towers eight feet tall, guarding a great stone bunkerlike structure that looms over you in the night. A bronze badge is set into the wood at eye height, depicting a set of doors carved with runes too tiny to make out. This is no great mystery to solve. It is the badge of the Duskwardens, and these are the doors to their guild house. Your brief moment of epiphany is cut short as the door is pulled open from the inside and a tall and sickly pale human sticks their head out. “What was that crash? Is everyone alright?” The voice is calm but worn rough by many hardships. You find yourself stammering for a moment trying to explain the situation you have just escaped from, but after a pause, you are able to convey the happenings in the walled city. For a time the listener is silent, then they swing the door open and say, “Well, you ought to come inside. No sense in having you lot on the streets causing more mayhem.” Inside, the guildhall is dimly lit by a pair of candles on a central wood table. The figure holds a finger to their lips and looks up at the ceiling. “Many of us are asleep upstairs, so keep your voices down. I’m Balok, by the way.” As you sit around the table, Balok relays some startling information: the Halflight Path has become even more dangerous than usual, rampant with chaotic reanimations, both humanoid and beast, threatening the Duskwardens. In particular, this night has seen more reanimations than any night in recent memory. Balok doesn’t seem convinced when you mention your interest in the events. Instead, they suggest that you stay for the night to remain safe and off the streets, away from the undead. You quickly realize that if you are to pursue this trail of undeath under the city to the source, you’ll need to convince the Duskwardens that you are capable of such a task. After all, they control the only access to the Halflight Path, the massive complex of ancient passageways beneath the city.
7-2B Summary: Estra (Tier 2, XP 2) Hero Points: 2
Thargrap (Tier 2, XP 2) Hero Points: 1
Angban(Tier 2, XP 2) Hero Points: 1
Sajan (Tier 2, XP 3) Hero Points: 2
Ramexes (Tier 2, XP 2) Hero Points: 1
Development:
Reward:
Acquired Cards:
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 0 markers Scenario Level (#): 2 Turn: 21, Thargrap/cartmanbeck Random Cards:
Monsters Spoiler:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. 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:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
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:
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. Barriers Spoiler:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
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:
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:
Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Weapons 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:
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:
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:
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. 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. Spells Spoiler:
Aid
Core Spell 0 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 6 On any check, freely banish to add 1d4+#. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 8 check to recharge it instead. Spoiler:
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. 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:
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. 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
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:
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:
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:
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:
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. Items 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:
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:
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:
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. Spoiler:
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. Allies Spoiler:
Craftsman
CotCT Ally 1 Traits: Dwarf Hireling To Acquire: Charisma Diplomacy 6 OR Craft 4 On a local check against a weapon or an armor, recharge to add 1d8. Discard to explore. This exploration, on your Craft and Disable 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
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:
Mouse
Core Ally 0 Traits: Animal To Acquire: Wisdom Stealth Survival 4 On a local Dexterity or Stealth check, recharge to add 1d4. Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead. 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:
The Tyrant
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler:
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:
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 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 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. Hour Power: The first time you discard cards as damage this turn, recharge 1 of them instead. Current Hour: The Brass Dwarf:
The Brass Dwarf
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Hours Remaining: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/Mhuirich: Spoiler: Hourglass Card 2 Estra/AAUGHWHY: Hourglass Card 1 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 3 Sajan/MatsuKurisu: Hourglass Card 2 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 4 Angban/morph1470: Hourglass Card 3 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 5 Thargrap/cartmanbeck: Hourglass Card 4 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 6 Ramexes/Mhuirich: Hourglass Card 5 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 7 Estra/AAUGHWHY: Hourglass Card 6 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 8 Sajan/MatsuKurisu: Hourglass Card 7 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 9 Angban/morph1470: Hourglass Card 8 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 9 Angban/morph1470
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. Location #6: Tenement
Tenement Card 1: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 2: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 3: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 4: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 5: 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. Tenement Card 6:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse Card 2: 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. Storehouse Card 3: 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. Storehouse Card 4: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 5: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 6: 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. Storehouse Card 7: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 8: 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. Storehouse Card 9:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1 (Spider Swarm): 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. Cards Not In the Box Card 2 (Goblin Troublemaker): 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.
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 1 markers Scenario Level (#): 2 Turn: 17, Ramexes/Mhuirich Random Cards:
Monsters Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
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. 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:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. 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. Barriers Spoiler:
Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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:
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:
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:
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:
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. Weapons 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. 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:
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:
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:
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. Spells 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:
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. 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:
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:
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
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:
Spiked Breastplate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Combat damage, you may recharge 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:
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:
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. Items 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:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. 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:
Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. 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:
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:
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:
Lookout
Core Ally 0 Traits: Elf Hireling To Acquire: Charisma Diplomacy Perception 5 On a local Perception check, recharge to add 1d4. Recharge to examine the top card of your location. Discard to explore. This exploration, you may evade your encounters. 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:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
The Vision
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: At the start of your turn, examine the top card of your location; if it is a Magic card, encounter it. To Acquire: Intelligence Arcane 4+# On any check, discard to bless and choose a number. After the roll, if the value of any die matches your choice, add 3. Discard to examine the top card of up to 2 locations, then you may explore. Spoiler:
The Eclipse
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: On your Intelligence or Wisdom check, the difficulty is increased by 3. To Acquire: Wisdom Divine 4+# On any check, freely discard to bless. Discard to explore; if there are fewer than 6 cards in the hourglass, reload instead. Spoiler:
The Cyclone
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+# On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again. Spoiler:
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: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. Current Hour: Torag's Power:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Hours Remaining: 13 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 12 Sajan/MatsuKurisu: Hourglass Card 11 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 13 Angban/morph1470
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. Location #4: Cliff
Cliff Card 1: 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. Cliff Card 2: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 3: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 4: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 5: 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. Cliff Card 6: Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Cliff Card 7:
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. Location #5: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse Card 2: 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. Storehouse Card 3: 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. Storehouse Card 4: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 5: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 6: 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. Storehouse Card 7: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 8: 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. Storehouse Card 9:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1 (Goblin Troublemaker): 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.
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 0 markers Scenario Level (#): 2 Turn: 15, Angban/morph1470 Random Cards:
Monsters 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:
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:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spoiler:
Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Spoiler:
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. 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:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. 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:
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:
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:
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:
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:
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. Spells 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:
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:
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:
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:
Deflect
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 4 When a local character suffers Combat damage, freely banish to reduce it by 4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 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:
Spiked Breastplate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. 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:
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:
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:
Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. 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:
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:
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:
War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. 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:
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:
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:
Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. 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. Blessings Spoiler:
The Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
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:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler:
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 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. Hour Power: No effect. Current Hour: Incitation:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hours Remaining: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Sajan/MatsuKurisu: Hourglass Card 3 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 9 Sajan/MatsuKurisu: Hourglass Card 8 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Sajan/MatsuKurisu: Hourglass Card 13 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 15 Angban/morph1470
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. Location #4: Cliff
Cliff Card 1: 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. Cliff Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 3: 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. Cliff Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 6: 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. Cliff Card 7: 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. Cliff Card 8:
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. Location #5: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse 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. Storehouse Card 3: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 5: 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. Storehouse Card 6: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 7: 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. Storehouse Card 8:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Cards Not In the Box Card 3 (Dire Boar): 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.
b]During This Adventure:[/b] Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 0 markers Scenario Level (#): 2 Turn: 10, Angban/morph1470 Random Cards:
Monsters Spoiler:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Spoiler:
Zombie
Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Spoiler:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Spoiler:
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:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. Barriers Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
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:
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:
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:
Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded Weapons 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:
Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. 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:
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:
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. Spells 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:
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:
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. Spoiler:
Enchant Weapon
Core Spell 0 Traits: Arcane Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 4 When any character plays a weapon on a combat check, freely banish to add 1d4+# and the Magic trait. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
Candlelight
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 5 Banish to examine the top 5 cards of the hourglass or its discards, then return them in any order. You may not use this power during an encounter. 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:
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:
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:
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:
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. 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:
War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. 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:
Compass
Core Item 0 Traits: Object To Acquire: Wisdom Survival 4 Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard to explore. 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. 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:
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:
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:
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:
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. Blessings 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:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler:
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 Cyclone
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: The difficulty of your non-combat check against a bane is increased by 3. To Acquire: Strength Survival 4+# On any check, discard to bless; after the roll, for each die showing 1 or 2, add 2. Discard to explore. This exploration, the first time you encounter a boon, you may evade it and explore again. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Hour Power: No effect. Current Hour: Benefaction:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 4 Sajan/MatsuKurisu: Hourglass Card 3 Estra/AAUGHWHY
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Sajan/MatsuKurisu: Hourglass Card 8 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Sajan/MatsuKurisu: Hourglass Card 13 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 16 Thargrap/cartmanbeck: Hourglass Card 15 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 17 Ramexes/Mhuirich: Hourglass Card 16 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 18 Estra/AAUGHWHY: Hourglass Card 17 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 19 Sajan/MatsuKurisu: Hourglass Card 18 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 20 Angban/morph1470: Hourglass Card 19 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 20 Angban/morph1470
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. Location #3: Bridge
Bridge Card 1: 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. Bridge Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Bridge Card 3: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Bridge Card 4: 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. Bridge Card 5: Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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. Bridge Card 6: 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. Bridge 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. Bridge Card 8:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #4: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 3: 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. Cliff Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 6: 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. Cliff Card 7: 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. Cliff Card 8:
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. Location #5: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse 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. Storehouse Card 3: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 5: 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. Storehouse Card 6: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 7: 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. Storehouse Card 8:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1: Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3 (Dire Boar): 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.
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 1 markers Scenario Level (#): 2 Turn: 7, Ramexes/Mhuirich Random Cards:
Monsters 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:
Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. 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:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. 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. 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:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
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:
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:
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:
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:
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:
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:
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. Spells 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:
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:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 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:
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:
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:
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:
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:
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:
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:
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:
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:
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. Spoiler:
Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. Allies Spoiler:
Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Spoiler:
Lookout
Core Ally 0 Traits: Elf Hireling To Acquire: Charisma Diplomacy Perception 5 On a local Perception check, recharge to add 1d4. Recharge to examine the top card of your location. Discard to explore. This exploration, you may evade your encounters. Spoiler:
Tinker
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Disable 6 On a local check to acquire or Craft check, recharge to add 1d4. Discard to explore. This exploration, on your checks to acquire and your Craft checks, 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. 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:
The Tyrant
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you fail a Charisma check, suffer 1d4 Combat damage and the scourge Wounded. To Acquire: Charisma Fortitude 4+# On any check, reload to bless; that character discards the top 1d4-2 cards of their deck. Discard to explore. This exploration, on all checks against story banes, the first card played to bless may be played freely. Spoiler:
The Joke
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Discard to explore. Spoiler:
The Foreign Trader
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler:
The Dance
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler:
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. Hour Power: No effect. Current Hour: Incitation:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Hours Remaining: 23 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Sajan/MatsuKurisu: Hourglass Card 11 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Thargrap/cartmanbeck: Hourglass Card 13 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 15 Ramexes/Mhuirich: Hourglass Card 14 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 16 Estra/AAUGHWHY: Hourglass Card 15 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 17 Sajan/MatsuKurisu: Hourglass Card 16 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 18 Angban/morph1470: Hourglass Card 17 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 19 Thargrap/cartmanbeck: Hourglass Card 18 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Ramexes/Mhuirich: Hourglass Card 19 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 21 Estra/AAUGHWHY: Hourglass Card 20 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 22 Sajan/MatsuKurisu: Hourglass Card 21 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 23 Angban/morph1470: Hourglass Card 22 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 23 Angban/morph1470
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. Location #2: Mountain
Mountain Card 1: 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. Mountain Card 2: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mountain Card 3:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Location #3: Bridge At This Location: Non-story banes cannot be evaded. When Closing: Bury an ally. When Permanently Closed: No effect. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Bridge Card 1: 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. Bridge Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Bridge Card 3: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Bridge Card 4: 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. Bridge Card 5: Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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. Bridge Card 6: 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. Bridge 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. Bridge Card 8:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #4: Cliff At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 3: 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. Cliff Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 6: 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. Cliff Card 7: 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. Cliff Card 8:
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. Location #5: Dungeons At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse 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. Storehouse Card 3: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 5: 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. Storehouse Card 6: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 7: 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. Storehouse Card 8:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2 (Dire Boar): 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.
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 1 markers Scenario Level (#): 2 Turn: 5, Angban/morph1470 Random Cards:
Monsters Spoiler:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Spoiler:
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. Spoiler:
Evoker
Core Monster 1 Traits: Halfling Wizard Veteran To Defeat: Combat 10+## OR Intelligence Arcane 7+# Roll 1d6. This monster gains the trait and all damage is: 1. Acid 4. Fire 2. Cold 5. Force 3. Electricity 6. Poison Before acting, a random local character suffers 1 damage. After acting, suffer 1d4 damage. Spoiler:
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:
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:
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:
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:
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:
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. Weapons 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:
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. 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:
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:
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. Spells 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:
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:
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:
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. Armors 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:
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:
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:
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:
Spiked Breastplate
Core Armor 0 Traits: Heavy Armor To Acquire: Constitution Fortitude 6 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Piercing trait. Items 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:
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:
Compass
Core Item 0 Traits: Object To Acquire: Wisdom Survival 4 Recharge to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard to explore. Spoiler:
Gem of Physical Prowess
Core Item 1 Traits: Magic Object To Acquire: Strength Dexterity Constitution 11 On your non-combat check, recharge to roll your Strength, Dexterity, or Constitution die instead of the normal die. 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. Allies Spoiler:
Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Spoiler:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. 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:
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:
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. 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 Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The 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. Hour Power: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. Current Hour: The Snakebite:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Hours Remaining: 25 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Beating CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire: Strength Melee 4+# On a local check, bury this card and any number of cards to bless once for each card buried. Discard to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Sajan/MatsuKurisu: Hourglass Card 3 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/MatsuKurisu
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 7 Ramexes/Mhuirich: Hourglass Card 6 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Estra/AAUGHWHY: Hourglass Card 7 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 9 Sajan/MatsuKurisu: Hourglass Card 8 Estra/AAUGHWHY
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 10 Angban/morph1470: Hourglass Card 9 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 11 Thargrap/cartmanbeck: Hourglass Card 10 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Ramexes/Mhuirich: Hourglass Card 11 Thargrap/cartmanbeck
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 13 Estra/AAUGHWHY: Hourglass Card 12 Ramexes/Mhuirich
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Sajan/MatsuKurisu: Hourglass Card 13 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 15 Angban/morph1470: Hourglass Card 14 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 16 Thargrap/cartmanbeck: Hourglass Card 15 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 17 Ramexes/Mhuirich: Hourglass Card 16 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 18 Estra/AAUGHWHY: Hourglass Card 17 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 19 Sajan/MatsuKurisu: Hourglass Card 18 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 20 Angban/morph1470: Hourglass Card 19 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 21 Thargrap/cartmanbeck: Hourglass Card 20 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 22 Ramexes/Mhuirich: Hourglass Card 21 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 23 Estra/AAUGHWHY: Hourglass Card 22 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 24 Sajan/MatsuKurisu: Hourglass Card 23 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 25 Angban/morph1470: Hourglass Card 24 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 25 Angban/morph1470
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. Location #2: Mountain
Mountain Card 1: The Winged Serpent
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+# On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore. Mountain Card 2: 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. Mountain Card 3: 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. Mountain Card 4: 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. Mountain Card 5: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mountain Card 6:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Location #3: Bridge Urban At This Location: Non-story banes cannot be evaded. When Closing: Bury an ally. When Permanently Closed: No effect. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Bridge Card 1: 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. Bridge Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Bridge Card 3: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Bridge Card 4: 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. Bridge Card 5: Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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. Bridge Card 6: 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. Bridge 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. Bridge Card 8:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #4: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 3: 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. Cliff Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 6: 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. Cliff Card 7: 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. Cliff Card 8:
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. Location #5: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse 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. Storehouse Card 3: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 5: 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. Storehouse Card 6: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 7: 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. Storehouse Card 8:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1 (Dire Boar): 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.
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 1 markers Scenario Level (#): 2 Turn: 4, Sajan/MatsuKurisu Random Cards:
Monsters Spoiler:
Accursed Priest
Core Monster 1 Traits: Cleric Undead Veteran To Defeat: Combat 11+## OR Divine 8+## Immune to Mental and Poison. No more than 1 Divine card may be played against this monster. After acting, a local character buries a blessing. Spoiler:
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. Spoiler:
Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. 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:
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. Barriers Spoiler:
Mad Prophet
CotCT Barrier 1 Traits: Curse Task Veteran To Defeat: Intelligence Perception 4+# OR Charisma Diplomacy 6+# The difficulty is increased by the hour's level. If undefeated, suffer the scourge Dazed. If defeated and the hour is a blessing, draw it. Spoiler:
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:
Poison Gas
Core Barrier 1 Traits: Poison Trap Veteran To Defeat: Craft Disable 6+# If undefeated, mark your location with the scourge Poisoned, then each local character must succeed at a Constitution or Fortitude 8+# check or suffer 1d4 Poison damage. Then banish this barrier. Spoiler:
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:
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:
Dogslicer
Core Weapon 0 Traits: Finesse Melee Slashing 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 1d6. If any d6 rolled on this check shows 1, count it as a 6, then discard this weapon. 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:
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:
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:
Scythe
CotCT Weapon 0 Traits: 2-Handed Melee Scythe Slashing To Acquire: Strength Melee 9 For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location. 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:
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:
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. 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:
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. Armors 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:
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:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: ConstitutionFortitude 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 discard 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. 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:
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. 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:
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:
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:
Harrowed Society Student
CotCT Ally 0 Traits: Arcanist Human Harrow To Acquire: Charisma Diplomacy 6 On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6. Discard to explore. 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:
Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. 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. Blessings 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:
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:
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:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The 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. Hour Power: No effect. Current Hour: Benefaction:
Benefaction
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Angban/morph1470: Spoiler: Hourglass Card 2 Thargrap/cartmanbeck: Hourglass Card 1 Angban/morph1470
The Snakebite CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler: Hourglass Card 3 Ramexes/Mhuirich: Hourglass Card 2 Thargrap/cartmanbeck
The Beating CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire: Strength Melee 4+# On a local check, bury this card and any number of cards to bless once for each card buried. Discard to explore. Spoiler: Hourglass Card 4 Estra/AAUGHWHY: Hourglass Card 3 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 5 Sajan/MatsuKurisu: Hourglass Card 4 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 6 Angban/morph1470: Hourglass Card 5 Sajan/MatsuKurisu
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 7 Thargrap/cartmanbeck: Hourglass Card 6 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 8 Ramexes/Mhuirich: Hourglass Card 7 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Estra/AAUGHWHY: Hourglass Card 8 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 10 Sajan/MatsuKurisu: Hourglass Card 9 Estra/AAUGHWHY
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 11 Angban/morph1470: Hourglass Card 10 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 12 Thargrap/cartmanbeck: Hourglass Card 11 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 13 Ramexes/Mhuirich: Hourglass Card 12 Thargrap/cartmanbeck
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 14 Estra/AAUGHWHY: Hourglass Card 13 Ramexes/Mhuirich
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Sajan/MatsuKurisu: Hourglass Card 14 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 16 Angban/morph1470: Hourglass Card 15 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 17 Thargrap/cartmanbeck: Hourglass Card 16 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 18 Ramexes/Mhuirich: Hourglass Card 17 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 19 Estra/AAUGHWHY: Hourglass Card 18 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Sajan/MatsuKurisu: Hourglass Card 19 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 21 Angban/morph1470: Hourglass Card 20 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 22 Thargrap/cartmanbeck: Hourglass Card 21 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 23 Ramexes/Mhuirich: Hourglass Card 22 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 24 Estra/AAUGHWHY: Hourglass Card 23 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 25 Sajan/MatsuKurisu: Hourglass Card 24 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 26 Angban/morph1470: Hourglass Card 25 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 26 Angban/morph1470
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. Location #2: Mountain
Mountain Card 1: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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. Mountain Card 2: 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. Mountain Card 3: 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. Mountain Card 4: 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. Mountain Card 5: 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. Mountain Card 6: 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. Mountain Card 7: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mountain Card 8:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Location #3: Bridge Urban At This Location: Non-story banes cannot be evaded. When Closing: Bury an ally. When Permanently Closed: No effect. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Bridge Card 1: 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. Bridge Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Bridge Card 3: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Bridge Card 4: 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. Bridge Card 5: Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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. Bridge Card 6: 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. Bridge 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. Bridge Card 8:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #4: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 3: 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. Cliff Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 6: 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. Cliff Card 7: 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. Cliff Card 8:
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. Location #5: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse 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. Storehouse Card 3: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 5: 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. Storehouse Card 6: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 7: 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. Storehouse Card 8:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Cards Not In the Box Card 1 (Dire Boar): 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.
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 2 markers Scenario Level (#): 2 Turn: 2, Ramexes/Mhuirich Random Cards:
Monsters 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:
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:
Skeletal Owlbeast
CotCT Monster 1 Traits: Skeleton Undead To Defeat: Combat 14 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, succeed at an Acrobatics, Melee, or Perception 5 check or suffer 2 Combat damage. 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 Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Barriers 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:
Ill Tidings
CotCT Barrier 1 Traits: Curse To Defeat: None 0 This encounter, blessings cannot be played. Encounter the top card of the hourglass. If you fail a check against it, banish it and this barrier is undefeated. Otherwise, this barrier is defeated. 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:
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:
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:
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:
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:
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:
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:
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. Spells Spoiler:
Deflect
Core Spell 0 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 4 When a local character suffers Combat damage, freely banish to reduce it by 4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 6 check to recharge it instead. 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:
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:
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:
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:
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:
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:
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:
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:
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. Items Spoiler:
War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. 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:
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:
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:
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. Allies Spoiler:
Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. Spoiler:
Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Spoiler:
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. 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:
Tinker
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Disable 6 On a local check to acquire or Craft check, recharge to add 1d4. Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4. Blessings Spoiler:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
The Empty Throne
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, you may banish a boon to reroll a die. To Acquire: Charisma Divine 4+# On any check, discard to bless. Discard to ignore a bane's before acting or after acting powers. Discard to explore. This exploration, you may ignore banes' before acting or after acting powers. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
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:
Shelyn's Song
Core Blessing 1 Traits: Deity: Shelyn Divine Veteran When this is the hour: When you would discard a boon to bless a Dexterity or Charisma check, you may recharge it instead. To Acquire: Charisma Divine 4+# On any check, discard to bless. On a Dexterity or Charisma check, freely discard to bless. Discard to explore. Hour Power: On your Strength check, add 2. Current Hour: The Bear:
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. Hours Remaining: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
The Idiot CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
The Snakebite CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
The Beating CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire: Strength Melee 4+# On a local check, bury this card and any number of cards to bless once for each card buried. Discard to explore. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 12 Sajan/MatsuKurisu: Hourglass Card 11 Estra/AAUGHWHY
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 14 Thargrap/cartmanbeck: Hourglass Card 13 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 15 Ramexes/Mhuirich: Hourglass Card 14 Thargrap/cartmanbeck
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 16 Estra/AAUGHWHY: Hourglass Card 15 Ramexes/Mhuirich
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 17 Sajan/MatsuKurisu: Hourglass Card 16 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 18 Angban/morph1470: Hourglass Card 17 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 19 Thargrap/cartmanbeck: Hourglass Card 18 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 20 Ramexes/Mhuirich: Hourglass Card 19 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 21 Estra/AAUGHWHY: Hourglass Card 20 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 22 Sajan/MatsuKurisu: Hourglass Card 21 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 23 Angban/morph1470: Hourglass Card 22 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 24 Thargrap/cartmanbeck: Hourglass Card 23 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 25 Ramexes/Mhuirich: Hourglass Card 24 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 26 Estra/AAUGHWHY: Hourglass Card 25 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 27 Sajan/MatsuKurisu: Hourglass Card 26 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 28 Angban/morph1470: Hourglass Card 27 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 28 Angban/morph1470
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. Location #1: Abandoned Shacks
Abandoned Shacks Card 1: 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. Abandoned Shacks Card 2: 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. Abandoned Shacks Card 3: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Abandoned Shacks Card 4: 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. Abandoned Shacks Card 5: 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. Abandoned Shacks Card 6:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Location #2: Mountain Wild At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted. When Closing: Bury an armor or the top card of your deck. When Permanently Closed: No effect. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Mountain Card 1: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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. Mountain Card 2: 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. Mountain Card 3: 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. Mountain Card 4: 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. Mountain Card 5: 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. Mountain Card 6: 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. Mountain Card 7: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mountain Card 8:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Location #3: Bridge Urban At This Location: Non-story banes cannot be evaded. When Closing: Bury an ally. When Permanently Closed: No effect. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Bridge Card 1: 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. Bridge Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Bridge Card 3: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Bridge Card 4: 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. Bridge Card 5: Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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. Bridge Card 6: 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. Bridge 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. Bridge Card 8:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #4: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 3: 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. Cliff Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 6: 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. Cliff Card 7: 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. Cliff Card 8:
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. Location #5: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse 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. Storehouse Card 3: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 5: 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. Storehouse Card 6: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 7: 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. Storehouse Card 8:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None
Harrows for Estra and Sajan Estra: 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. Sajan: 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.
During This Adventure: Scenario 7-2B: A Day at the Races At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: You may move only when your location is closed, and you may move only to the next location on the scenario list. After the last location you're using is closed, move to the Storehouse. At the start of your turn, remove a marker from the hourglass; if you cannot, either discard the top card of the hourglass or summon and encounter the story bane Undeath on Wheels. Once per turn, when a barrier is defeated, display a marker next to the hourglass. Additional Rules: Setup: When building the locations, build small locations and shuffle an additional barrier into each.
Danger: Each time you encounter the danger, randomly choose a new barrier.
Undeath on Wheels:
Undeath on Wheels
Story Bane Barrier 2 Traits
Check
Markers Displayed by Hourglass: 2 markers Scenario Level (#): 2 Turn: 1, Thargrap/cartmanbeck 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:
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. Spoiler:
Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. 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. Barriers Spoiler:
Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded 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:
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:
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:
Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Weapons Spoiler:
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:
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:
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:
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:
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. Spells 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. 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:
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:
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:
False Life
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 4 Display. While displayed: * When you suffer damage, you may 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:
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:
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:
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:
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:
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:
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:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 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:
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. 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:
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:
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:
Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, 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:
Incitation
Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
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:
Sarenrae's Light
Core Blessing 1 Traits: Deity: Sarenrae Divine Veteran When this is the hour: When you heal, you may heal an additional card. To Acquire: Wisdom Divine 4+# Recharge to heal another local character a card. Discard to explore. This exploration, you may evade monsters you encounter. Spoiler:
The 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. Hour Power: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. Current Hour: The Avalanche:
The Avalanche
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you suffer damage on your turn, each other local character suffers 1 damage of the same type. To Acquire: Dexterity Survival 4+# On your combat check, discard to bless twice. Discard to explore. This exploration, the first time you would encounter a boon, banish it instead and explore again. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/Mhuirich: Spoiler: Hourglass Card 2 Estra/AAUGHWHY: Hourglass Card 1 Ramexes/Mhuirich
The Bear CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your Strength check, add 2. To Acquire: Strength Acrobatics 4+# On your check, freely discard to use your Strength die instead of the normal die. Discard to explore. Spoiler: Hourglass Card 3 Sajan/MatsuKurisu: Hourglass Card 2 Estra/AAUGHWHY
The Idiot CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Spoiler: Hourglass Card 4 Angban/morph1470: Hourglass Card 3 Sajan/MatsuKurisu
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 5 Thargrap/cartmanbeck: Hourglass Card 4 Angban/morph1470
The Snakebite CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler: Hourglass Card 6 Ramexes/Mhuirich: Hourglass Card 5 Thargrap/cartmanbeck
The Beating CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire: Strength Melee 4+# On a local check, bury this card and any number of cards to bless once for each card buried. Discard to explore. Spoiler: Hourglass Card 7 Estra/AAUGHWHY: Hourglass Card 6 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Sajan/MatsuKurisu: Hourglass Card 7 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Angban/morph1470: Hourglass Card 8 Sajan/MatsuKurisu
The Theater CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Spoiler: Hourglass Card 10 Thargrap/cartmanbeck: Hourglass Card 9 Angban/morph1470
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 11 Ramexes/Mhuirich: Hourglass Card 10 Thargrap/cartmanbeck
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Estra/AAUGHWHY: Hourglass Card 11 Ramexes/Mhuirich
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 13 Sajan/MatsuKurisu: Hourglass Card 12 Estra/AAUGHWHY
The Marriage CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler: Hourglass Card 14 Angban/morph1470: Hourglass Card 13 Sajan/MatsuKurisu
Pharasma's Knowing Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Spoiler: Hourglass Card 15 Thargrap/cartmanbeck: Hourglass Card 14 Angban/morph1470
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 16 Ramexes/Mhuirich: Hourglass Card 15 Thargrap/cartmanbeck
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 17 Estra/AAUGHWHY: Hourglass Card 16 Ramexes/Mhuirich
Torag's Power Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 18 Sajan/MatsuKurisu: Hourglass Card 17 Estra/AAUGHWHY
The Fiend CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you suffer a scourge on your turn, each local character suffers it. To Acquire: Strength Melee 4+# On any check, discard to bless; if a character banishes an ally, add 3d6 instead. Discard to explore. Spoiler: Hourglass Card 19 Angban/morph1470: Hourglass Card 18 Sajan/MatsuKurisu
Erastil's Eye Core Blessing 1 Traits: Deity: Erastil Divine Veteran When this is the hour: If you are at a Wild location, you may discard a card to explore. To Acquire: Dexterity Divine Survival 4+# On any check, discard to bless. On a Dexterity or Survival check, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 20 Thargrap/cartmanbeck: Hourglass Card 19 Angban/morph1470
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 21 Ramexes/Mhuirich: Hourglass Card 20 Thargrap/cartmanbeck
The Brass Dwarf CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 22 Estra/AAUGHWHY: Hourglass Card 21 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 23 Sajan/MatsuKurisu: Hourglass Card 22 Estra/AAUGHWHY
The Desert CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you move during your move step, bury a card. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to move another character to your location. Discard to explore. This exploration, on all Constitution checks, add 1d4. Spoiler: Hourglass Card 24 Angban/morph1470: Hourglass Card 23 Sajan/MatsuKurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 25 Thargrap/cartmanbeck: Hourglass Card 24 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 26 Ramexes/Mhuirich: Hourglass Card 25 Thargrap/cartmanbeck
The Twin CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: On your check, the first item or ally played is played freely. To Acquire: Charisma Stealth 4+# When you would encounter a card, discard to move to a distant character's location and move them to the location you came from; they encounter the card instead. Discard to explore. This exploration, you may evade your first encounter; recharge the encountered card into its location, then explore. Spoiler: Hourglass Card 27 Estra/AAUGHWHY: Hourglass Card 26 Ramexes/Mhuirich
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 28 Sajan/MatsuKurisu: Hourglass Card 27 Estra/AAUGHWHY
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 29 Angban/morph1470: Hourglass Card 28 Sajan/MatsuKurisu
The Teamster CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler: Hourglass Card 29 Angban/morph1470
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. Location #1: Abandoned Shacks
Abandoned Shacks Card 1: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Abandoned Shacks Card 2: 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. Abandoned Shacks Card 3: 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. Abandoned Shacks Card 4: 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. Abandoned Shacks Card 5: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Abandoned Shacks Card 6: 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. Abandoned Shacks Card 7: 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. Abandoned Shacks Card 8:
Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Location #2: Mountain Wild At This Location: At the start of your turn, succeed at a Wisdom or Survival 4+# check or suffer the scourge Exhausted. When Closing: Bury an armor or the top card of your deck. When Permanently Closed: No effect. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Mountain Card 1: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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. Mountain Card 2: 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. Mountain Card 3: 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. Mountain Card 4: 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. Mountain Card 5: 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. Mountain Card 6: 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. Mountain Card 7: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Mountain Card 8:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Location #3: Bridge Urban At This Location: Non-story banes cannot be evaded. When Closing: Bury an ally. When Permanently Closed: No effect. M: 2 Ba: 3 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Bridge Card 1: 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. Bridge Card 2: Brawl
Core Barrier 1 Traits: Skirmish Veteran To Defeat: Strength Dexterity Melee 4+# Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1+# Combat damage. After all encounters, if any character defeated this barrier, banish it. Bridge Card 3: Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Bridge Card 4: 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. Bridge Card 5: Fire Bolt
Core Spell 1 Traits: Arcane Magic Attack Fire 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. Bridge Card 6: 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. Bridge 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. Bridge Card 8:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #4: Cliff Wild At This Location: On your check, if any die shows a 1 or 2, count it as 0. When Closing: Either succeed at a Dexterity or Acrobatics 6+# check or suffer 1d6 Combat damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Cliff Card 1: 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. Cliff Card 2: Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Cliff Card 3: 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. Cliff Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Cliff Card 5: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Cliff Card 6: 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. Cliff Card 7: 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. Cliff Card 8:
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. Location #5: Dungeons Underground At This Location: The difficulty of combat checks is increased by 2. When Closing: Summon and defeat the danger. When Permanently Closed: Each local character may draw a card. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Dungeons Card 1: Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Dungeons Card 2: 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. Dungeons Card 3: 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. Dungeons Card 4: The Sickness
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you suffer damage, suffer the scourge Plagued. To Acquire: Constitution Fortitude 4+# On your check, after the roll, discard to reduce the difficulty by 3. Recharge to explore. This exploration, when you suffer damage, suffer the scourge Plagued. Dungeons Card 5: 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. Dungeons Card 6: 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. Dungeons Card 7: 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. Dungeons Card 8:
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. Location #6: Tenement Urban At This Location: On your check to acquire an ally, you may bury a boon to add 1d8. When Closing: Bury a boon. When Permanently Closed: You may draw a random boon from your bury pile; if you do, bury a boon. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Tenement Card 1: 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. Tenement Card 2: 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. Tenement Card 3: The Waxworks
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Tenement Card 4: Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. Tenement Card 5: Henchman Proxy A7
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Tenement Card 6: Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Tenement Card 7: 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. Tenement Card 8:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. Location #7: Storehouse Urban At This Location: Treat your hand size as 1 larger. When Closing: Discard your hand. When Permanently Closed: Draw 2 new items and banish 1 of them. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Storehouse Card 1: 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. Storehouse 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. Storehouse Card 3: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Storehouse Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Storehouse Card 5: 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. Storehouse Card 6: Holy Water
CotCT Item 0 Traits: Liquid Magic Divine To Acquire: Wisdom Divine 4 When a local character encounters an Outsider or Undead bane, banish to let them evade it. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY
Storehouse Card 7: 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. Storehouse Card 8:
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. Location #8: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None
Scenario 2B: A Day at the Races The relief that you took the time earlier to secure your gear is immeasurable in the moment. There is no time to think as you follow the street toughs down the main road deeper into the Warrens, pursued by the thunderous patter of hoofbeats. Between quick glances over your shoulder, you put together a better idea of exactly what is careening down the cobblestone path after you. The steeds themselves are recently undead, the skin only just beginning to tear and give sight to the straining muscles beneath. Milky eyes roll and toss within the horse’s skulls, and sparks occasionally cast off from their shoed hooves as they crash into the stone below. Each horse wears a fine leather bridle inset with a control amulet; these failed amulets are dull and barely shine in the moonlight. The reins are held bundled up by the tiny grasping hand of a zombie gnome complete with top hat, finely fashioned cape, and what appears to be a false beard. Inset in the black wood of the cart behind the gnome are malachite letters proudly displaying “Dovzar’s Curios and Curiosities.” The cart bounces off shanty walls as it is yanked down the street, drawers slinging wildly in and out of the sides. It appears that the merchant had an unfortunate run-in with Horus’s capricious control amulets. What matters now is escaping the runaway wheeled death machine, a task easier said than done. The doors and windows along the empty street are shuttered tight in the wait for morning, and at full sprint, small side alleys flash by before you can see them and change course. For better or worse, you are gaining on the street toughs from moments before, though they seem entirely preoccupied with running. As you overtake the leader, you lock eyes in a brief but intense moment of shared fear, cut short by a rogue cobblestone jutting upward that catches his toe and sends him under the hooves. With the rest of the brawlers following suit, you steel your nerves and catch your second wind. The chase is just beginning.
7-2A Summary:
Thargrap (Tier 2, XP 1) Hero Points: 1
Angban(Tier 2, XP 1) Hero Points: 1
Sajan (Tier 2, XP 2) Hero Points: 2
Ramexes (Tier 2, XP 1) Hero Points: 1
Development: Not long after the first punch was thrown, the fight took on an ebb and flow of movement that slowly roiled out toward the main street. What began as a show of bravado and intimidation swiftly became a near jovial occasion as the street toughs realized you could match them
Scenario Reward
Our Lord In Iron:
Blessing Traits: Deity: Gorum Divine When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire: Divine Melee Ranged 8 On any non-Attack combat check, recharge to bless; reroll any dice showing 1. Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1. The Prince of Pain:
Blessing Traits: Deity: Zon-kuthon Divine When this is the hour: When you encounter a card, you may draw a card; if you do, discard the top card of your deck. To Acquire: Constitution Divine Fortitude 8 On any check, freely discard to add 1 plus the number of cards in your discards. If the character fails the check, heal this blessing. Discard to explore. This exploration, on your checks to acquire or defeat, add half the number of cards in your discards. Acquired Cards
During This Adventure: Scenario 7-2A Mortuary Mischief At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat. When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded. Additional Rules: Setup: After you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Brawl:
Barrier 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. Scenario Level (#): 2 Turn: 24, Angban/morph1470 Random Cards:
Monsters Spoiler:
Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Spoiler:
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. 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:
Sneak
CotCT Monster 0 Traits: Human Rogue Veteran To Defeat: Combat 9+## Before acting, succeed at a Wisdom or Perception 7+# check or discard a card. Spoiler:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Barriers 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:
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:
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:
Mountebank
CotCT Barrier 0 Traits: Task To Defeat: Wisdom Diplomacy Stealth 6 If undefeated, bury the top card of your deck. 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:
Throwing Axe
Core Weapon 0 Traits: Axe Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 6 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6. If proficient, on a local combat check, freely discard to add 1d6. You may use this power even if you have previously revealed this card on this check. Spoiler:
Flaming Shortbow
CotCT Weapon 1 Traits: 2-Handed Bow Fire Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 9 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6 + 1d4; you may remove 1d4 and the Fire trait. If proficient, on another character's combat check, freely discard to add 1d8 and the Fire trait. 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:
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:
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. Spells Spoiler:
Revitalize
Core Spell 0 Traits: Divine Magic Healing To Acquire: WisdomDivine 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:
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:
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:
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. 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
Armors 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. 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:
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:
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:
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:
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:
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:
War Drum
CotCT Item 0 Traits: Instrument To Acquire: Constitution Charisma 4 On a local combat check, recharge to add 1d4. Each local character may discard an ally to add another 1d4. When you defeat a monster, recharge to heal a weapon. 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. Allies 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:
Mouse
Core Ally 0 Traits: Animal To Acquire: Wisdom Stealth Survival 4 On a local Dexterity or Stealth check, recharge to add 1d4. Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead. Spoiler:
Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. 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:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. 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:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
Prayer
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
The Brass Dwarf
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler:
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. Hour Power: On your check against an Animal or Elemental card, add 1d4. Current Hour: Gozreh's Growth:
Gozreh's Growth
Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Hours Remaining: 6 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Thargrap/cartmanbeck: Spoiler: Hourglass Card 2 Ramexes/Mhuirich: Hourglass Card 1 Thargrap/cartmanbeck
The Hidden Truth CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Spoiler: Hourglass Card 3 Estra/AAUGHWHY: Hourglass Card 2 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 4 Sajan/MatsuKurisu: Hourglass Card 3 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 5 Angban/morph1470: Hourglass Card 4 Sajan/MatsuKurisu
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck: Hourglass Card 5 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 6 Thargrap/cartmanbeck
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. Location #1: Laboratory
Laboratory Card 1:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #7: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here:
During This Adventure: Scenario 7-2A Mortuary Mischief At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat. When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded. Additional Rules: Setup: After you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Brawl:
Barrier 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. Scenario Level (#): 2 Turn: 21, Ramexes/Mhuirich Random Cards:
Monsters Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spoiler:
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. 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:
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:
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. 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:
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:
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:
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:
Tangle of Debris
CotCT Barrier 1 Traits: Obstacle To Defeat: Dexterity Acrobatics 5 OR Survival 7 If undefeated, roll 1d4 twice and suffer the corresponding scourges: 1. Entangled 3. Poisoned 2. Exhausted 4. Wounded Weapons 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:
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:
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. 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. 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:
Fool's Gold
CotCT Spell 1 Traits: Arcane Magic Divine 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:
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:
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:
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:
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. Armors 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:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: ConstitutionFortitude 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 discard 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:
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:
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:
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:
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. 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:
Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. 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. Allies Spoiler:
Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. Spoiler:
Priest of Asmodeus
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 9 OR Arcane Divine 5 On a local check, reveal this card and bury another card to reroll. Recharge to explore. This exploration, on your checks, add 1d4. After the exploration, bury a card. 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:
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. 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. Blessings 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:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
Gorum's Iron
Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Hour Power: On your check, add 1 for each type of boon played. Current Hour: The Forge:
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. Hours Remaining: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
The Hidden Truth CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck
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. Location #1: Laboratory
Laboratory Card 1: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Laboratory Card 2: Henchman Proxy B1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Laboratory Card 3: 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. Laboratory Card 4: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Laboratory Card 5:
Remove Disease
CotCT Spell 1 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to remove the scourge Plagued from any number of local characters. DURING RECOVERY
Location #3: Graveyard Sacred Urban At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison. When Closing: Summon and defeat the story bane Zombie Minion. When Permanently Closed: Shuffle a new Undead monster into a random other location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, Angban/morph1470, Thargrap/cartmanbeck, None Graveyard Card 1:
Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Location #5: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Sajan/MatsuKurisu, None Slaughterhouse Card 1: Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. Slaughterhouse Card 2: 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. Slaughterhouse Card 3: Henchman Proxy B5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Slaughterhouse Card 4: 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. Slaughterhouse Card 5:
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. Location #7: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Brawl
During This Adventure: Scenario 7-2A Mortuary Mischief At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat. When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded. Additional Rules: Setup: After you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Brawl:
Barrier 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. Scenario Level (#): 2 Turn: 16, Ramexes/Mhuirich Random Cards:
Monsters 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:
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:
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:
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:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Barriers Spoiler:
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:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Ambush
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: Wisdom Perception Stealth 8+# When examined, encounter this barrier; on the check to defeat, add 1d4. If undefeated, banish this barrier, then a random local character summons and encounters a monster. That monster cannot be evaded; subtract 1 from each die rolled against it. Spoiler:
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:
Flanking Attack
CotCT Barrier 1 Traits: Skirmish Veteran To Defeat: None 0 Before acting, a random other character summons and encounters the danger; the difficulty to defeat is increased by #. Summon and encounter the danger; the difficulty to defeat is increased by #. Then banish this barrier; it is defeated. Weapons Spoiler:
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:
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:
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:
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. Spells 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:
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:
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:
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. Spoiler:
False Life
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 4 Display. While displayed: * When you suffer damage, you may banish to reduce it by 5. * At the end of the scenario, banish. DURING RECOVERY
Armors 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:
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:
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:
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:
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:
Elixir of Healing
Core Item 0 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 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:
Acid Flask
Core Item 0 Traits: Acid Alchemical Attack Liquid To Acquire: Intelligence Craft 4 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d6. On a local combat check or a local check to defeat a Lock or Trap barrier, banish to add 2d4 and the Acid trait. DURING RECOVERY If proficient, you may succeed at a Craft 6 check to recharge this card. 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:
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:
Mist Horn
CotCT Item 1 Traits: Instrument Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display next to a location. While displayed: * When a character at this location suffers damage, reduce it by 2, or 1d4+1 if proficient. * At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it. 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:
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:
Tinker
Core Ally 1 Traits: Hireling Human To Acquire: Charisma Diplomacy Disable 6 On a local check to acquire or Craft check, recharge to add 1d4. Discard to explore. This exploration, on your checks to acquire and your Craft checks, add 1d4. Spoiler:
Burglar
CotCT Ally 0 Traits: Human Trigger To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6 When examined, encounter this card. When you encounter this card, if you do not acquire it, discard a random boon. On a local check to defeat a barrier, recharge to add 1d6. Discard to examine the top card of your location; if it is a boon, you may explore. 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. Blessings Spoiler:
Abadar's Law
Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
The 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:
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 Idiot
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Hour Power: Your Knowledge check is blessed. Current Hour: The Queen Mother:
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. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Estra/AAUGHWHY: Spoiler: Hourglass Card 2 Sajan/MatsuKurisu: Hourglass Card 1 Estra/AAUGHWHY
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 3 Angban/morph1470: Hourglass Card 2 Sajan/MatsuKurisu
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 4 Thargrap/cartmanbeck: Hourglass Card 3 Angban/morph1470
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 5 Ramexes/Mhuirich: Hourglass Card 4 Thargrap/cartmanbeck
The Snakebite CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler: Hourglass Card 6 Estra/AAUGHWHY: Hourglass Card 5 Ramexes/Mhuirich
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 7 Sajan/MatsuKurisu: Hourglass Card 6 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 8 Angban/morph1470: Hourglass Card 7 Sajan/MatsuKurisu
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 9 Thargrap/cartmanbeck: Hourglass Card 8 Angban/morph1470
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 10 Ramexes/Mhuirich: Hourglass Card 9 Thargrap/cartmanbeck
The Hidden Truth CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Spoiler: Hourglass Card 11 Estra/AAUGHWHY: Hourglass Card 10 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 12 Sajan/MatsuKurisu: Hourglass Card 11 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 13 Angban/morph1470: Hourglass Card 12 Sajan/MatsuKurisu
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 14 Thargrap/cartmanbeck: Hourglass Card 13 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Thargrap/cartmanbeck
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. Location #1: Laboratory
Laboratory Card 1: 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. Laboratory Card 2: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Laboratory 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. Laboratory Card 4: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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. Laboratory Card 5: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Laboratory Card 6: Henchman Proxy B1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Laboratory Card 7: Remove Disease
CotCT Spell 1 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to remove the scourge Plagued from any number of local characters. DURING RECOVERY
Laboratory Card 8: 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. Laboratory Card 9: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Laboratory Card 10:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Location #3: Graveyard Sacred Urban At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison. When Closing: Summon and defeat the story bane Zombie Minion. When Permanently Closed: Shuffle a new Undead monster into a random other location. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, Angban/morph1470, None Graveyard Card 1: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Graveyard Card 2: 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. Graveyard Card 3: 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. Graveyard Card 4:
Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Location #4: Blood Pool Urban At This Location: After you discard cards as damage, bury a card from your discards. When Closing: Bury 2 cards. When Permanently Closed: Heal a card. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Blood Pool Card 1:
Henchman Proxy B4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Location #5: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Sajan/MatsuKurisu, None Slaughterhouse Card 1: Henchman Proxy B5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Slaughterhouse Card 2: Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. Slaughterhouse Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. Slaughterhouse Card 6: 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. Slaughterhouse Card 7:
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. Location #7: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Brawl
During This Adventure: Scenario 7-2A Mortuary Mischief At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat. When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded. Additional Rules: Setup: After you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Brawl:
Barrier 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. Scenario Level (#): 2 Turn: 15, Thargrap/cartmanbeck 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:
Ratling
CotCT Monster 1 Traits: Aberration To Defeat: Combat 9 Immune to Poison. Before acting, another local character summons and encounters this monster. 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. Spoiler:
Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Spoiler:
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. Barriers 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:
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. 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:
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:
Spiked Volley
Core Barrier 1 Traits: Trap To Defeat: Dexterity Acrobatics Disable 9 If undefeated, suffer the scourge Wounded, then each local character suffers 1d4 Combat damage; when they discard cards as damage, they must first choose allies. Weapons 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:
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:
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:
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:
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. Spells 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:
Confusion
Core Spell 0 Traits: Arcane Divine Magic Mental To Acquire: Intelligence Wisdom Arcane Divine 6 When you encounter a monster, a Task barrier, or an ally, banish to evade it; another local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
False Life
CotCT Spell 0 Traits: Arcane Magic To Acquire: Intelligence Arcane 4 Display. While displayed: * When you suffer damage, you may banish to reduce it by 5. * At the end of the scenario, 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:
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:
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:
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:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: ConstitutionFortitude 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 discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. 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:
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:
Caltrops
Core Item 0 Traits: Object To Acquire: Dexterity Disable 4 When a local character encounters a monster, discard; they evade it. 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:
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:
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:
Elixir of Energy Resistance
Core Item 0 Traits: Alchemical Liquid To Acquire: Intelligence Craft 5 Display next to a local character. While displayed: * When they suffer Acid, Cold, Electricity, or Fire damage, reduce it by 1. * When they suffer Acid, Cold, Electricity, or Fire damage, banish to reduce it to 0. DURING RECOVERY If proficient, you may succeed at a Craft 7 check to recharge this card. Allies Spoiler:
Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Spoiler:
Mouse
Core Ally 0 Traits: Animal To Acquire: Wisdom Stealth Survival 4 On a local Dexterity or Stealth check, recharge to add 1d4. Discard to explore. If the first card you encounter is a barrier, you may recharge this card instead. 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:
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:
Lookout
Core Ally 0 Traits: Elf Hireling To Acquire: Charisma Diplomacy Perception 5 On a local Perception check, recharge to add 1d4. Recharge to examine the top card of your location. Discard to explore. This exploration, you may evade your encounters. 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:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
Cayden Cailean's Revelry
Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler:
The 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:
The Publican
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Hour Power: On your check against an Outsider card, add 1d4. Current Hour: Iomedae's Justice:
Iomedae's Justice
Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Hours Remaining: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/Mhuirich: Spoiler: Hourglass Card 2 Estra/AAUGHWHY: Hourglass Card 1 Ramexes/Mhuirich
The Queen Mother CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler: Hourglass Card 3 Sajan/MatsuKurisu: Hourglass Card 2 Estra/AAUGHWHY
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 4 Angban/morph1470: Hourglass Card 3 Sajan/MatsuKurisu
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 5 Thargrap/cartmanbeck: Hourglass Card 4 Angban/morph1470
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Ramexes/Mhuirich: Hourglass Card 5 Thargrap/cartmanbeck
The Snakebite CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler: Hourglass Card 7 Estra/AAUGHWHY: Hourglass Card 6 Ramexes/Mhuirich
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 8 Sajan/MatsuKurisu: Hourglass Card 7 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 9 Angban/morph1470: Hourglass Card 8 Sajan/MatsuKurisu
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 10 Thargrap/cartmanbeck: Hourglass Card 9 Angban/morph1470
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 11 Ramexes/Mhuirich: Hourglass Card 10 Thargrap/cartmanbeck
The Hidden Truth CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Spoiler: Hourglass Card 12 Estra/AAUGHWHY: Hourglass Card 11 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 13 Sajan/MatsuKurisu: Hourglass Card 12 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 14 Angban/morph1470: Hourglass Card 13 Sajan/MatsuKurisu
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 15 Thargrap/cartmanbeck: Hourglass Card 14 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 15 Thargrap/cartmanbeck
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. Location #1: Laboratory
Laboratory Card 1: 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. Laboratory Card 2: Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Laboratory 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. Laboratory Card 4: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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. Laboratory Card 5: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Laboratory Card 6: Henchman Proxy B1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Laboratory Card 7: Remove Disease
CotCT Spell 1 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to remove the scourge Plagued from any number of local characters. DURING RECOVERY
Laboratory Card 8: 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. Laboratory Card 9: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Laboratory Card 10:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Location #3: Graveyard Sacred Urban At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison. When Closing: Summon and defeat the story bane Zombie Minion. When Permanently Closed: Shuffle a new Undead monster into a random other location. M: 1 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Estra/AAUGHWHY, Angban/morph1470, None Graveyard Card 1: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Graveyard Card 2: 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. Graveyard Card 3: 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. Graveyard Card 4:
Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Location #4: Blood Pool Urban At This Location: After you discard cards as damage, bury a card from your discards. When Closing: Bury 2 cards. When Permanently Closed: Heal a card. M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Thargrap/cartmanbeck, None Blood Pool Card 1: Henchman Proxy B4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Blood Pool Card 2: Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Blood Pool Card 3: Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Blood Pool Card 4: Harrowed Society Student
CotCT Ally 0 Traits: Arcanist Human Harrow To Acquire: Charisma Diplomacy 6 On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6. Discard to explore. Blood Pool Card 5: 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. Blood Pool Card 6:
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. Location #5: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Sajan/MatsuKurisu, None Slaughterhouse Card 1: Henchman Proxy B5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Slaughterhouse Card 2: Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. Slaughterhouse Card 3: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Slaughterhouse Card 4: 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. Slaughterhouse Card 5: Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. Slaughterhouse Card 6: 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. Slaughterhouse Card 7:
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. Location #7: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Brawl
During This Adventure: Scenario 7-2A Mortuary Mischief At the start of each scenario, search the vault until you find a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings of that suit as being level # and all other Harrow blessings as being level #-1 (minimum 1). Card Drawn:
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. During This Scenario: When you encounter a Thug, if you discard any cards as damage for its before acting power, add 1d8 to the check to defeat. When you would defeat and banish a Brawl or a Thug, instead banish the top 1d4+1 other cards of its location then shuffle it into its location; if the location still has other cards, the bane is instead evaded. Additional Rules: Setup: After you prepare the story banes, set aside the barrier Brawl, then shuffle a closing henchman Brawl - Proxy B into each location. Danger: Each time you encounter the danger, randomly choose an Undead story bane.
Brawl:
Barrier 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. Scenario Level (#): 2 Turn: 10, Thargrap/cartmanbeck Random Cards:
Monsters 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:
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:
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. 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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
Scythe
CotCT Weapon 0 Traits: 2-Handed Melee Scythe Slashing To Acquire: Strength Melee 9 For your combat check, reveal to use Strength or Melee + 1d10; if proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a nonvillain monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spells 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:
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:
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. Spoiler:
Cure
Core Spell 0 Traits: Divine Magic Healing To Acquire: WisdomDivine 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:
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. Armors 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. Spoiler:
Full Plate
Core Armor 1 Traits: Heavy Armor To Acquire: ConstitutionFortitude 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 discard 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:
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:
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. Items 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:
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:
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:
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:
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. Allies 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:
Card Caster
CotCT Ally 0 Traits: Human Magus Harrow To Acquire: Intelligence Knowledge 5 OR Charisma Diplomacy 7 Recharge to examine the bottom 2 cards of any location. Discard to explore. This exploration, on all combat, Knowledge and Perception checks, add 1d4. Spoiler:
Lookout
Core Ally 0 Traits: Elf Hireling To Acquire: Charisma Diplomacy Perception 5 On a local Perception check, recharge to add 1d4. Recharge to examine the top card of your location. Discard to explore. This exploration, you may evade your encounters. 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:
Priest of Abadar
CotCT Ally 1 Traits: Cleric Halfling To Acquire: Charisma Diplomacy 6 OR Bury A Boon 0 On a local check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks against barriers, add 1d4. Blessings Spoiler:
The Cricket
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When a character moves on their turn, each other local character may move with them. To Acquire: Dexterity Ranged 4+# On any check, discard to bless. On another character's Dexterity check, recharge to bless. Discard to move then explore. You may not use this power during an encounter. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
The Teamster
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler:
The Marriage
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, summon and encounter an ally. To Acquire: Charisma Craft 4+# On a local check, discard to bless. The character attempting the check may add another local character's die for the skill they are using. Discard to explore. This exploration, you may evade your encounter and a local character may encounter the card instead. Spoiler:
The Theater
CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: At the start of your turn, examine the top card of your location; you may encounter it. To Acquire: Charisma Divine 4+# On any check, discard to bless, and non-blessing Harrow boons may be freely played. Discard to examine your location, then you may explore; if the hour is Harrow, recharge instead. Hour Power: At the start of your turn, you may remove 1 of your scourges. Current Hour: The Big Sky:
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. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ramexes/Mhuirich: Spoiler: Hourglass Card 2 Estra/AAUGHWHY: Hourglass Card 1 Ramexes/Mhuirich
The Inquisitor CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: You may not use powers to reroll dice. To Acquire: Intelligence Diplomacy 4+# On any check, discard to bless and ignore immunities and resistances. Discard to explore. This exploration, you may ignore immunities and resistances. Spoiler: Hourglass Card 3 Sajan/MatsuKurisu: Hourglass Card 2 Estra/AAUGHWHY
The Paladin CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When another character avenges your encounter, heal 1d4 cards. To Acquire: Strength Divine 4+# On any check, discard to bless; if it is a non-combat check against a bane, add your Charisma or Diplomacy. Discard to explore. This exploration, on all non-combat checks against banes, you may add your Charisma or Diplomacy. Spoiler: Hourglass Card 4 Angban/morph1470: Hourglass Card 3 Sajan/MatsuKurisu
The Waxworks CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: At the start of your turn, discard a blessing or suffer the scourge Exhausted. To Acquire: Constitution Arcane 4+# On your check, discard this card and another card to bless twice. Discard to explore. Spoiler: Hourglass Card 5 Thargrap/cartmanbeck: Hourglass Card 4 Angban/morph1470
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: Hourglass Card 6 Ramexes/Mhuirich: Hourglass Card 5 Thargrap/cartmanbeck
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 7 Estra/AAUGHWHY: Hourglass Card 6 Ramexes/Mhuirich
The Queen Mother CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Knowledge check is blessed. To Acquire: Wisdom Knowledge 4+# On any check, discard to bless; after the roll, for each boon played that has a level lower than #, add 1. Discard to explore. This exploration, on all checks against Veteran cards, subtract 2; on all checks when you play a Veteran boon, add 2. Spoiler: Hourglass Card 8 Sajan/MatsuKurisu: Hourglass Card 7 Estra/AAUGHWHY
The Locksmith CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler: Hourglass Card 9 Angban/morph1470: Hourglass Card 8 Sajan/MatsuKurisu
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 10 Thargrap/cartmanbeck: Hourglass Card 9 Angban/morph1470
Irori's Mastery Core Blessing 1 Traits: Deity: Irori Divine Veteran When this is the hour: On your blessed check, you may reroll any dice showing 1. To Acquire: Acrobatics Divine Fortitude 4+# On your check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 11 Ramexes/Mhuirich: Hourglass Card 10 Thargrap/cartmanbeck
The Snakebite CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Spoiler: Hourglass Card 12 Estra/AAUGHWHY: Hourglass Card 11 Ramexes/Mhuirich
The Forge CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: On your check, add 1 for each type of boon played. To Acquire: Strength Craft 4+# On any check, discard to bless; after the roll, for each type of boon played on the check, add 1. Discard to explore. Spoiler: Hourglass Card 13 Sajan/MatsuKurisu: Hourglass Card 12 Estra/AAUGHWHY
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 14 Angban/morph1470: Hourglass Card 13 Sajan/MatsuKurisu
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 15 Thargrap/cartmanbeck: Hourglass Card 14 Angban/morph1470
Gozreh's Growth Core Blessing 1 Traits: Deity: Gozreh Divine Veteran When this is the hour: On your check against an Animal or Elemental card, add 1d4. To Acquire: Wisdom Divine Survival 4+# On any check to close or to guard, recharge to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Animal or Elemental cards, add 1d4. Spoiler: Hourglass Card 16 Ramexes/Mhuirich: Hourglass Card 15 Thargrap/cartmanbeck
The Hidden Truth CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: The first time you examine cards this turn, heal 1d4-1 cards. To Acquire: Intelligence Stealth 4+# On your check, freely discard to use your Intelligence die instead of the normal die. Recharge to examine the top card of your location, then you may discard a card to explore. Spoiler: Hourglass Card 17 Estra/AAUGHWHY: Hourglass Card 16 Ramexes/Mhuirich
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 18 Sajan/MatsuKurisu: Hourglass Card 17 Estra/AAUGHWHY
The Foreign Trader CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On any non-combat check, you may freely recharge an ally that lists Diplomacy in its check to acquire to bless. To Acquire: Intelligence Knowledge 4+# On a local non-combat check, discard to bless and add your Intelligence die. Discard to explore. Spoiler: Hourglass Card 19 Angban/morph1470: Hourglass Card 18 Sajan/MatsuKurisu
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 20 Thargrap/cartmanbeck: Hourglass Card 19 Angban/morph1470
Sands of the Hour CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Thargrap/cartmanbeck
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. Location #1: Laboratory
Laboratory Card 1: 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. Laboratory Card 2: Henchman Proxy B1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Laboratory Card 3: Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Laboratory Card 4: 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. Laboratory 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. Laboratory Card 6: 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. Laboratory Card 7: Remove Disease
CotCT Spell 1 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to remove the scourge Plagued from any number of local characters. DURING RECOVERY
Laboratory Card 8: Shrieky Plant
Core Barrier 1 Traits: Obstacle Plant Trigger 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. Laboratory Card 9: Burning Tar
Core Barrier 0 Traits: Fire Obstacle Veteran To Defeat: Dexterity Acrobatics 6+# OR Constitution Craft Fortitude 7+# Before acting, each local character suffers 1 Fire damage. If undefeated, suffer 1d4 Fire damage. If you do not reduce the damage to 0, bury the cards you would discard as damage and suffer the scourge Wounded. Laboratory Card 10: Sczarni Thief
CotCT Monster 1 Traits: Human Rogue Veteran To Defeat: Combat 9+## OR Stealth 5+# Before acting, if you are the only local character, suffer 1d4-1 Ranged Combat damage. If undefeated, bury either a random item from your discards or the top card of your deck. Laboratory Card 11:
Henchman Proxy A6
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #2: Ossuary Sacred Urban At This Location: On your check, blessings add 1d4 instead of the normal die, except Pharasma or Urgathoa blessings. When Closing: Each local character summons and encounters the story bane Ancient Skeleton; at least 1 must be defeated. When Permanently Closed: You may exchange a card in your discards with 1 in your bury pile. M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Estra/AAUGHWHY, None Ossuary Card 1: 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. Ossuary Card 2: Henchman Proxy A4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Ossuary Card 3: Henchman Proxy B2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Ossuary Card 4: Cave Bear
Core Monster 1 Traits: Animal Veteran To Defeat: Combat 11+## OR Survival 6+# Before acting, succeed at a Combat 6+# # or Survival 3+# check or suffer 1d4 Combat damage. After acting, if you suffered damage from this monster that was not reduced, suffer the scourge Wounded. Ossuary Card 5: 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. Ossuary Card 6:
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. Location #3: Graveyard Sacred Urban At This Location: Monsters you encounter gain the Undead trait and are immune to Mental and Poison. When Closing: Summon and defeat the story bane Zombie Minion. When Permanently Closed: Shuffle a new Undead monster into a random other location. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Angban/morph1470, None Graveyard Card 1: 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. Graveyard Card 2: Henchman Proxy B3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Graveyard Card 3: 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. Graveyard Card 4: Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Graveyard Card 5: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Graveyard Card 6: Labyrinth
Core Barrier 1 Traits: Obstacle Veteran To Defeat: Intelligence Knowledge 6+# OR Perception Survival 8+# Cannot be evaded. If undefeated, shuffle a new barrier into each location and suffer the scourge Dazed. Graveyard Card 7: 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. Graveyard Card 8: 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. Graveyard Card 9:
Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Location #4: Blood Pool Urban At This Location: After you discard cards as damage, bury a card from your discards. When Closing: Bury 2 cards. When Permanently Closed: Heal a card. M: 3 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2 Located/Displayed Here: None Blood Pool Card 1: Sacred Candle
Core Item 1 Traits: Magic Object To Acquire: Wisdom Divine 10 Bury to draw the hour. You may not play this during an encounter. Blood Pool Card 2: 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. Blood Pool Card 3: Henchman Proxy B4
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Blood Pool Card 4: Henchman Proxy A5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Blood Pool Card 5: 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. Blood Pool Card 6: 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. Blood Pool Card 7: 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. Blood Pool Card 8: Traitor
CotCT Monster 1 Traits: Human Spy Veteran To Defeat: Combat 9+## Before acting, discard a random ally; the difficulty is increased by its level. Blood Pool Card 9: 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. Blood Pool Card 10: Harrowed Society Student
CotCT Ally 0 Traits: Arcanist Human Harrow To Acquire: Charisma Diplomacy 6 On a local Perception check or a local check to acquire a Book or Mental boon, recharge to add 1d6. Discard to explore. Blood Pool Card 11:
Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Location #5: Slaughterhouse Urban Wild At This Location: When you defeat a monster, discard a card. When Closing: Banish an ally. When Permanently Closed: Examine the top card of each location, ignoring their powers that happen when you examine them; if any are allies, banish them. M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2 Located/Displayed Here: Sajan/MatsuKurisu, None Slaughterhouse Card 1: 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. Slaughterhouse Card 2: Henchman Proxy B5
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy B definition. Slaughterhouse Card 3: Priest of Pharasma
CotCT Ally 1 Traits: Cleric Human To Acquire: Charisma Diplomacy 7 OR Divine 5 Bury to heal a local character 1d4+1 cards. Discard to explore. This exploration, on all Divine checks and checks against Undead banes, add 1d4. Slaughterhouse Card 4: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Slaughterhouse Card 5: 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. Slaughterhouse Card 6: Dire Rat
CotCT Monster 0 Traits: Animal To Defeat: Combat 9 OR Survival 6 After acting, succeed at a Constitution or Fortitude 7 check or bury a card from your discards. If undefeated, suffer the scourge Plagued. Slaughterhouse Card 7: 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. Slaughterhouse Card 8:
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. Location #7: Cards Not In the Box At This Location: This is not a location. It is a list of cards that aren't in the box because they are displayed or in character's decks. When Closing: Not a real location. When Permanently Closed: Not a real location. M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Thargrap/cartmanbeck, Brawl Cards Not In the Box Card 1 (Brawl): 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. |