During This Adventure: The servitor demon is the henchman Shadow Demon. Shadow Demon:
Henchman Type: Monster Traits: Outsider Demon Incorporeal Servitor To Defeat: Combat 20 The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage. "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card. After you begin Adventure 3, when you would banish a bane that
During This Scenario: Additional Rules: After you acquire a boon, examine the top card of your location
When you close the final location listed for your number of players,
Ommors:
Villain Type: Monster Traits: Fiend Outsider To Defeat: Combat 28 Ommors is immune to the Acid and Poison traits. You may banish an ally to evade Ommors. Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter. After you act, discard 2 cards from your hand or from your deck. COHORTS: Aron Kir:
Cohort Traits: Human Rogue Mendevian Veteran To Acquire: 0 Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait. Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location. Sir Ilivan:
Cohort Traits: Half-Elf Cavalier To Acquire: 0 Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait. Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait. During your give a card step, reveal this card to give it to another character at any location. Vinst:
Cohort Traits: Satyr Druid To Acquire: 0 When you attempt to close a location, return this card to the box to automatically close it. Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand. Scenario Level (#): 3 Turn: 6, MotherMyrtle/Matsu_Kurisu Random Cards:
Monsters Spoiler:
Wrecker Demon
WotR Monster 1 Traits: Outsider Demon To Defeat: Combat 14 The Wrecker Demon is immune to the Electricity and Poison traits. If undefeated, bury a non-Basic item or banish an item. These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_ Spoiler:
Spectre
WotR Monster 2 Traits: Undead Incorporeal Elite To Defeat: Combat 11 OR Wisdom Divine 7 The Spectre is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Spectre is undefeated. If undefeated, move to a random location. This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_ Spoiler:
Drocha Swarm
WotR Monster 3 Traits: Undead Swarm Incorporeal To Defeat: Combat 20 OR Wisdom Divine 17 The Drocha Swarm is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated. If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile. Lost souls coalesce_ Eyes twitch_ Mouths scream_ Spoiler:
Zombie
WotR Monster B Traits: Undead Zombie Basic To Defeat: Combat 9 The Zombie is immune to the Mental and Poison traits. Halve the damage dealt by the Zombie (round up). If undefeated, each other character at your location summons and encounters a Zombie. This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh. Spoiler:
Demon Eater
WotR Monster 3 Traits: Outsider To Defeat: Combat 21 Armors may not be played during this encounter. If undefeated, bury 1d4+1 random cards from your discard pile. Although they might look like gigantic vermin, these highly evolved hunters of demonkind possess ruthless cunning and intelligence_ Barriers Spoiler:
Temptation of Arms
WotR Barrier B Traits: Temptation To Defeat: None 0 Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated. After you act, banish this barrier. Spoiler:
Baleful Shadows
WotR Barrier B Traits: Obstacle Undead Elite To Defeat: Wisdom Divine Stealth 11 If undefeated, a character at your location summons and encounters the henchman Wight. Spoiler:
Corrupted Crusaders
WotR Barrier B Traits: Cache Skirmish Basic To Defeat: None 0 Before you act, draw a random ally from the box and display it next to the scenario. Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand. Spoiler:
Glimmer of Hope
WotR Barrier 3 Traits: Temptation To Defeat: None 0 Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them. While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck. Spoiler:
Telekinesis Trap
WotR Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 14 OR Disable 11 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore. While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you. At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Weapons Spoiler:
Javelin of Lightning
WotR Weapon 2 Traits: Spear Ranged Piercing Magic Elite To Acquire: Dexterity Ranged 10 For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait. After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it. Spoiler:
Cold Iron Mace +1
WotR Weapon 2 Traits: Mace Melee Bludgeoning Magic Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4. Spoiler:
Swordbreaker
WotR Weapon B Traits: Knife Melee Slashing Finesse Veteran To Acquire: Strength Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1. Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number. Spoiler:
Longsword
WotR Weapon B Traits: Sword Melee Slashing Basic To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Quarterstaff of Vaulting
WotR Weapon B Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite To Acquire: Strength Melee 9 OR Acrobatics 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6. Recharge this card to automatically succeed at your Acrobatics check. Discard this card to put the second card of your location deck on top of your location deck. Spells Spoiler:
Fireblade
WotR Spell B Traits: Magic Divine Attack Fire Basic To Acquire: Wisdom Divine 6 For your combat check, discard this card to use your Divine skill + 2d4. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Glibness
WotR Spell B Traits: Magic Arcane Divine Basic To Acquire: IntelligenceArcaneWisdomDivine 6 Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Sacred Weapon
WotR Spell B Traits: Magic Divine Attack Veteran To Acquire: Wisdom Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Detect Demon
WotR Spell B Traits: Magic Divine Basic To Acquire: Wisdom Divine 4 During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Refuge
WotR Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9 Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it. Armors Spoiler:
Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Spoiler:
Spiny Shield
WotR Armor 2 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Magic Padded Armor
WotR Armor B Traits: Light Armor Magic Elite To Acquire: Constitution Fortitude 4 Discard this card to reduce Combat damage dealt to you before or after you act by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Spoiler:
Stalking Armor
WotR Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2. Reveal this card to add 2 to your Stealth or Perception check. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. Items Spoiler:
Trapsmith Gloves
WotR Item B Traits: Accessory Magic Basic To Acquire: Dexterity Disable 7 Recharge this card to add 1 die to your Disable check, or to your check to defeat a bane that has the Trap trait. Bury this card to add 2 dice to your Disable check, or to your check to defeat a bane that has the Trap trait. Spoiler:
Potion of Restoration
WotR Item 1 Traits: Liquid Alchemical Elite To Acquire: Intelligence Craft 7 You may not play this card during an encounter. Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card. Spoiler:
Fortune's Arrow
WotR Item 3 Traits: Arrow Piercing Ranged Magic Mythic To Acquire: Dexterity Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait. Spoiler:
Wand of Paralyze
WotR Item B Traits: Wand Attack Magic Arcane Divine Mental To Acquire: Intelligence Arcane Wisdom Divine 10 Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck. After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it. Spoiler:
Nahyndrian Elixer
WotR Item 2 Traits: Liquid Temptation Corrupted Mythic To Acquire: Intelligence Craft Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario. Allies Spoiler:
Kimroth Otai
WotR Ally 1 Traits: Human Fighter To Acquire: Charisma Diplomacy 7 Recharge this card and another ally to draw a card. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons. Spoiler:
Retainer
WotR Ally B Traits: Elf Hireling To Acquire: Charisma Diplomacy 4 Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally. Discard this card to explore your location. Spoiler:
Mendevian Crusader
WotR Ally B Traits: Human Soldier To Acquire: Divine 9 OR Charisma Diplomacy 6 Discard this card to reduce damage dealt before you act to a character at your location to 0. Discard this card to explore your location. During this exploration, add 1 to your combat checks. Spoiler:
Teamster
WotR Ally B Traits: Human Hireling Basic To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check. Discard thi card to explore your location. Spoiler:
Warhorse
WotR Ally 2 Traits: Animal Mount Elite To Acquire: Wisdom Survival 7 At the end of your turn, discard this card to move. Discard this card to explore your location. You may treat your first combat check during this exploration as your first combat check of the turn. Blessings Spoiler:
Blessing of Abadar
WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Shax
WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler:
Blessing of Baphomet
WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler:
Blessing of Baphomet
WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler:
Blessing of Nethys
WotR Blessing 2 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Baphomet:
Blessing of Baphomet
WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Hours Remaining: 24 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly: Spoiler: Hourglass Card 2 Arueshalae/tcolmaster01: Hourglass Card 1 Alahazra/Grizzly
Blessing of Nethys WotR Blessing 2 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu: Hourglass Card 2 Arueshalae/tcolmaster01
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 4 Alahazra/Grizzly: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 5 Arueshalae/tcolmaster01: Hourglass Card 4 Alahazra/Grizzly
Blessing of Sarenrae WotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu: Hourglass Card 5 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 7 Alahazra/Grizzly: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 8 Arueshalae/tcolmaster01: Hourglass Card 7 Alahazra/Grizzly
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu: Hourglass Card 8 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 10 Alahazra/Grizzly: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 11 Arueshalae/tcolmaster01: Hourglass Card 10 Alahazra/Grizzly
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 12 MotherMyrtle/Matsu_Kurisu: Hourglass Card 11 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Alahazra/Grizzly: Hourglass Card 12 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 14 Arueshalae/tcolmaster01: Hourglass Card 13 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 15 MotherMyrtle/Matsu_Kurisu: Hourglass Card 14 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 16 Alahazra/Grizzly: Hourglass Card 15 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 17 Arueshalae/tcolmaster01: Hourglass Card 16 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 18 MotherMyrtle/Matsu_Kurisu: Hourglass Card 17 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 19 Alahazra/Grizzly: Hourglass Card 18 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 20 Arueshalae/tcolmaster01: Hourglass Card 19 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 21 MotherMyrtle/Matsu_Kurisu: Hourglass Card 20 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Alahazra/Grizzly: Hourglass Card 21 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 23 Arueshalae/tcolmaster01: Hourglass Card 22 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 24 MotherMyrtle/Matsu_Kurisu: Hourglass Card 23 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Location #1: Cavern
Cavern Card 1: Archer's Bracers
WotR Item B Traits: Accessory Magic Elite To Acquire: Dexterity Ranged 7 Reveal this card to add 2 to your Ranged combat check. Cavern Card 2: Spiked Plate
WotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check. Recharge this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Cavern Card 3: Explosive Runes
WotR Barrier B Traits: Trap Magic Arcane Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Cavern Card 4: Giant Fly
WotR Monster B Traits: Vermin Elite To Defeat: Combat 9 If undefeated, bury a random card from your discard pile. After you act, shuffle this card into a random other open location. You're going to need a bigger flyswatter_ Cavern Card 5: Poison Spiked Pit Trap
WotR Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. Cavern Card 6: Pitborn Scoundrel
WotR Monster B Traits: Pitborn Demon Rogue Elite To Defeat: Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3. Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you. While you act, damage dealt by the Pitborn Scoundrel may not be reduced. Cavern Card 7: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Cavern Card 8: Bolas
WotR Weapon B Traits: Chain Ranged Bludgeoning Basic To Acquire: Dexterity Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck. Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower. Cavern Card 9:
Researcher
WotR Ally B Traits: Human Hireling Basic To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check. Discard this card to explore your location. Location #2: Great Hall At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon. When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number. When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card. M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Arueshalae/tcolmaster01, None Great Hall Card 1: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Great Hall Card 2: Sin Seeker
WotR Barrier 1 Traits: Curse Veteran To Defeat: None 0 The Sin Seeker may not be evaded. Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker. Great Hall Card 3: Mirror Image
WotR Spell B Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it. Great Hall Card 4: Sickle
WotR Weapon B Traits: Knife Melee Slashing Finesse Basic To Acquire: Strength Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. Great Hall Card 5: Thylacine
WotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration. Great Hall Card 6: Blood Periapt
WotR Item B Traits: Accessory Magic Basic To Acquire: Constitution Fortitude 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it. Great Hall Card 7:
Spellcaster's Shield
WotR Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude Arcane Divine 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Location #3: Marketplace At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it. When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type. When Permanently Closed: At the end of your turn, you may give a card to any character. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Alahazra/Grizzly, None Marketplace Card 1: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Marketplace Card 2: Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Marketplace Card 3: Book of the Loremaster
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 5 Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it. Marketplace Card 4: Good Omen
WotR Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Marketplace Card 5: Sage's Journal
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 8 Reveal this card to add 1d4 to your check to defeat a henchman or villain. Marketplace Card 6: Shortbow
WotR Weapon B Traits: Bow Ranged Piercing 2-Handed Basic To Acquire: Dexterity Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Marketplace Card 7:
Kamilo Dann
WotR Ally 2 Traits: Human Soldier To Acquire: None 0 When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card. Discard this card to add 1d6 to your combat check. Discard this card to explore your location. During this exploration, add 1d4 to your first combat check. Location #4: Sacristy Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Shields
During this Scenario While a blessing is not displayed next to your location, the Peril wildcard Unhallowed and the Onslaughts wildcard Withering apply to you and your location may not be closed.
WITHERING
When you defeat a monster from a location, if a blessing is not displayed next to your location you may summon and encounter a blessing. If you acquire it, display it next to your location. If you do not acquire it, you may shuffle the monster back into its location. When you close your location, discard any blessing displayed next to it. Villain: None
Wraith:
Story Bane Type: Monster Traits: Incorporeal Undead Veteran Wraith To Defeat: Combat 13+## OR Divine 8+# Immune to Mental and Poison. If the check to defeat does not have the Magic trait, this monster is undefeated. Damage suffered from this monster may not be reduced. If undefeated, suffer the scourge Drained. Scenario Level (#): 5 Turn: 0, Lini/Bigguyinblack
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spoiler:
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:
Emperor Scorpion
CotCT Monster 4 Traits: Trigger Vermin Veteran To Defeat: Combat 20 When examined, suffer 1 Poison damage, then encounter this monster. Immune to Mental. If you are at an Underground location, the difficulty to defeat is increased by #. If undefeated, suffer the scourge Poisoned. Spoiler:
Deadfall Scorpion
Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Wood Golem
Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. Barriers Spoiler:
Captive Horror
CotCT Barrier 2 Traits: Lock Trigger To Defeat: Wisdom Disable Stealth 9 When examined, encounter this barrier. If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others. Spoiler:
Drowning Mud
Core Barrier 1 Traits: Obstacle To Defeat: Strength Survival 6 OR Constitution Fortitude 8 If undefeated, bury the top card of your deck, then suffer the scourges Entangled and Exhausted. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task 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:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Spoiler:
Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Weapons Spoiler:
The Tall Knife
CotCT Weapon 3 Traits: 2-Handed Guillotine Object Promo Slashing To Acquire: Strength 12 Instead of your first exploration of your turn, discard to examine the top # cards of your location. Encounter 1 non-villain monster you find; it is defeated. If you do not find a non-villain monster, reload this card instead. Then shuffle all remaining examined cards into the location and end your turn. Spoiler:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Wyrmsmite
Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. Spoiler:
Invigorating Kukri +1
Inquisitor Weapon 4 Traits: Finesse Healing Knife Melee Slashing To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4 + 1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spells Spoiler:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
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:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Wall of Light
Core Spell 3 Traits: Arcane Attack Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Spoiler:
Enhance
Core Spell 0 Traits: Arcane Divine Magic Veteran To Acquire: Intelligence Wisdom Arcane Divine 5 Freely display next to a local character and choose a skill. While displayed: * On their checks using that skill, add 1+#. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 7 check to recharge it instead. Armors Spoiler:
Magic Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Magic 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:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Spoiler:
Expeditious Chain Mail
Inquisitor Armor 5 Traits: Magic Light Armor To Acquire: Constitution Fortitude Acrobatics 9 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Wayfinder
Core Item 3 Traits: Magic Object To Acquire: Wisdom Survival 10 Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Allies Spoiler:
Hellknight of the Nail
CotCT Ally 3 Traits: Hellknight Human To Acquire: Charisma Diplomacy 11 On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Noble
Core Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 9 On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4. Spoiler:
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:
Risibeth
CotCT Ally 5 Traits: Sayona Undead To Acquire: Charisma Diplomacy 12 OR Bury An Ally 0 Display. While displayed: * On local combat and Charisma checks, you may reroll a die. * At the end of the turn, bury. Banish to explore. DURING RECOVERY
Spoiler:
Pit Gladiator
CotCT Ally 2 Traits: Fighter Human To Acquire: Strength Melee 10 THEN Charisma Diplomacy 9 On a local combat check, bury to add 2d6. Discard to explore; you may first draw a weapon from your discards. Blessings Spoiler:
The Carnival
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler:
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:
Grandmother Nightmare
Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
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:
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. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/tcolmaster01: Spoiler: Hourglass Card 2 Harsk/Matsu_Kurisu: Hourglass Card 1 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 2 Harsk/Matsu_Kurisu
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 4 Damiel/tcolmaster01: Hourglass Card 3 Lini/Bigguyinblack
The First Core Blessing 3 Traits: Deity: Asmodeus Divine When this is the hour: When you would fail a check, you may bury 1 card to reroll 1 die. To Acquire: Charisma Diplomacy Divine 8 On any check, freely recharge to bless; if the character fails the check, a random character buries a card. Recharge to explore. This exploration, if you fail a check, suffer the scourge Dazed. Spoiler: Hourglass Card 5 Harsk/Matsu_Kurisu: Hourglass Card 4 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 5 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 6 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 7 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 8 Harsk/Matsu_Kurisu
The All-seeing Eye Core Blessing 3 Traits: Deity: Nethys Divine When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On an Intelligence or Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order, then explore. Spoiler: Hourglass Card 10 Damiel/tcolmaster01: Hourglass Card 9 Lini/Bigguyinblack
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 11 Harsk/Matsu_Kurisu: Hourglass Card 10 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 11 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 13 Damiel/tcolmaster01: Hourglass Card 12 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 13 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 14 Harsk/Matsu_Kurisu
The Juggler CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may discard a card to reroll a die showing 1. To Acquire: Dexterity Acrobatics 4+# On another character's check, freely discard to reroll a die. Discard to explore. Spoiler: Hourglass Card 16 Damiel/tcolmaster01: Hourglass Card 15 Lini/Bigguyinblack
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 17 Harsk/Matsu_Kurisu: Hourglass Card 16 Damiel/tcolmaster01
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 18 Lini/Bigguyinblack: Hourglass Card 17 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 18 Lini/Bigguyinblack
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 20 Harsk/Matsu_Kurisu: Hourglass Card 19 Damiel/tcolmaster01
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 21 Lini/Bigguyinblack: Hourglass Card 20 Harsk/Matsu_Kurisu
The Eternal Rose Core Blessing 3 Traits: Deity: Shelyn Divine When this is the hour: When you encounter a monster, you may evade it. To Acquire: Charisma Divine 8 On a Dexterity or Charisma check, freely discard to bless. On any check, discard to bless. Discard to explore. This exploration, on your Dexterity and Charisma checks, add 1. Spoiler: Hourglass Card 22 Damiel/tcolmaster01: Hourglass Card 21 Lini/Bigguyinblack
The Beating CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: When you encounter a monster from a location, before acting, another local character summons and encounters it. To Acquire: Strength Melee 4+# On a local check, bury this card and any number of cards to bless once for each card buried. Discard to explore. Spoiler: Hourglass Card 23 Harsk/Matsu_Kurisu: Hourglass Card 22 Damiel/tcolmaster01
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 24 Lini/Bigguyinblack: Hourglass Card 23 Harsk/Matsu_Kurisu
Norgorber's Shadow Core Blessing 2 Traits: Deity: Norgorber Divine Veteran When this is the hour: On your Stealth check or your check that invokes the Poison trait, add 1d4. To Acquire: Dexterity Divine Stealth 5+# On any check, discard to bless. On a Perception or Stealth check, recharge to bless. Discard to examine the top card of your location; you may shuffle it into the location. Then you may explore. Spoiler: Hourglass Card 25 Damiel/tcolmaster01: Hourglass Card 24 Lini/Bigguyinblack
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 26 Harsk/Matsu_Kurisu: Hourglass Card 25 Damiel/tcolmaster01
The Unicorn CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: Your check to acquire is blessed. To Acquire: Charisma Disable 4+# On any check, discard to bless. On another character's check, discard to give them a boon. Discard to explore. Before acting, you may give a boon to a local character. Spoiler: Hourglass Card 27 Lini/Bigguyinblack: Hourglass Card 26 Harsk/Matsu_Kurisu
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 28 Damiel/tcolmaster01: Hourglass Card 27 Lini/Bigguyinblack
The Healing Light Core Blessing 3 Traits: Deity: Sarenrae Divine When this is the hour: Characters cannot suffer scourges. To Acquire: Wisdom Divine 8 On any check, discard to bless. If the character succeeds at the check, heal them for a card. Discard to explore. This exploration, if you succeed at your first check, you may heal a card. Spoiler: Hourglass Card 29 Harsk/Matsu_Kurisu: Hourglass Card 28 Damiel/tcolmaster01
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 30 Lini/Bigguyinblack: Hourglass Card 29 Harsk/Matsu_Kurisu
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 30 Lini/Bigguyinblack
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys 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. Location #0: Base
Location #1: Trail
Location #2: Graveyard
Location #3: Graveyard
Location #4: Graveyard
Scenario 5B: Race for the Cemetery
Reward
Sadomasochism:
Spell Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead. Zellara:
Ally Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Dream Spider (Ally 3)
Development:
Reward
Sadomasochism:
Spell Traits: Arcane Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 15 Display. While displayed: * On local characters' checks to defeat monsters and Skirmish barriers, after the roll, they may add up to 4 d4s. After the check, they suffer an amount of Mental damage that cannot be reduced equal to the number of d4s they added. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 17 check to recharge it instead. Zellara:
Ally Traits: Ghost Harrow Medium Undead To Acquire: Wisdom Divine 12 OR Bury A Harrow Card 0 Display. While displayed: * Harrow boons may be recharged instead of discarded. * You may ignore powers that happen when you examine cards. * At the end of the turn, bury. Bury to explore; you may recharge a Harrow boon to reload instead. Dream Spider (Ally 3)
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 2 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 21, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Brain Ooze
Core Monster 2 Traits: Mental Ooze To Defeat: Combat 12 Immune to Mental or Poison. All damage is Mental damage that may not be reduced. If undefeated, suffer the scourge Frightened; if you already have a Frightened marker, discard the top card of your deck instead. Spoiler:
Pixie Gang
Core Monster 2 Traits: Fey Swarm To Defeat: Combat 13 OR Dexterity Acrobatics 10 On the check to defeat, add the number of other local characters. If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character. Spoiler:
Gargoyle
CotCT Monster 4 Traits: Gargoyle To Defeat: Combat 21 Resistant to Melee. Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Spoiler:
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:
Necrophidian
CotCT Monster 1 Traits: Construct To Defeat: Combat 12 Immune to Mental and Poison. Vulnerable to Bludgeoning. If undefeated, suffer the scourge Dazed. Barriers Spoiler:
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:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Biting Tigers
CotCT Barrier 3 Traits: Magic Trap To Defeat: Combat 16 OR Acrobatics Disable Stealth 9 Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1d6 Combat damage. Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Weapons Spoiler:
Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Frost Longspear
CotCT Weapon 2 Traits: 2-Handed Cold Magic Melee Piercing Spear To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Sawtooth Sabre +2
Inquisitor Weapon 4 Traits: Magic Finesse Melee Slashing Sword To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 + 2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5. Spoiler:
Dancing Scimitar +2
Inquisitor Weapon 5 Traits: Magic Finesse Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 + 2; you may additionally recharge this card to add another 1d6 + 2. If you aren't proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6 + 2 to your combat check. Spells Spoiler:
Embiggen
CotCT Spell 2 Traits: Arcane Divine Magic Promo To Acquire: IntelligenceWisdomArcaneDivine 8 Freely display next to a local character. While displayed: * Exchange all of that character's dice for dice of these sizes: d4⇒d8, d6⇒d10, d8⇒d12, d10⇒d12, d12⇒d20 (if you have one). * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell. Spoiler:
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:
Icy Prison
CotCT Spell 5 Traits: Arcane Attack Cold Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 For your combat check, banish to use Arcane or Divine + 4d6. If the check is against a bane, until the end of the turn, when it deals damage, reduce it to 0. DURING RECOVERY
Spoiler:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
Scrying
CotCT Spell 5 Traits: Magic Arcane Divine To Acquire: IntelligenceArcane 14 OR WisdomDivine 13 Banish to choose a card type and examine the top 3 cards of your location. You may set aside any number of cards of the chosen type. Shuffle the location, then reload any set-aside cards into the location in any order. DURING RECOVERY
Armors Spoiler:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Lesser Bolstering Armor
Inquisitor Armor 4 Traits: Magic Light Armor To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw 1 card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
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:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Spoiler:
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:
The Unveiling
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Constitution Divine Fortitude 7 OR Craft 5 Banish or shuffle into another character's deck to remove a scourge from any character. DURING RECOVERY If proficient, you may succeed at a Craft or Divine 7 check to recharge this card. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Spoiler:
Zellara's Harrow Deck
CotCT Item 2 Traits: Gambling Harrow Loot Magic Mental Tool To Acquire: Wisdom Perception 10 Reload to examine the top 3 cards of any character's deck and return them in any order. Banish to examine the top 3 cards of any location and return them in any order. DURING RECOVERY
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:
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:
Lyrune-quah Moon Maiden
CotCT Ally 5 Traits: Barbarian Human Loot Respect To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Monster 0 Display. While displayed: * On all combat and Fortitude checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all combat and Fortitude checks, add 3. Spoiler:
Pegg and Louie
CotCT Ally 5 Traits: Ghost Undead To Acquire: Wisdom Survival 13 OR Suffer The Scourge Frightened 0 When a local character suffers damage, reveal to reduce it by 1d6, then they suffer 1 Mental damage that cannot be reduced. Recharge to explore. This exploration, before acting, roll 1d4; on a 1, suffer the scourge Frightened. Spoiler:
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. 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 Carnival
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: All damage is Mental damage that cannot be reduced. To Acquire: Wisdom Acrobatics 4+# On any check, discard to bless. After the roll, you may flip 1 non-d4 die upside-down and take the new result. Discard to explore. This exploration, you may evade your encounter and put it on the bottom of your location. Spoiler:
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:
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:
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: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. Current Hour: The Courtesan:
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. Hours Remaining: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 4 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 5 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 7 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 2: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 3: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 4:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #5: 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: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Pits Card 1: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 2: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Pits Card 3: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 4: 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. Pits Card 5: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 2 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 20, Damiel/tcolmaster01
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spoiler:
Dire Crocodile
CotCT Monster 2 Traits: Animal Aquatic To Defeat: Combat 15 Vulnerable to Cold. If defeated by less than 4, or undefeated, suffer 1d4 Combat damage. Spoiler:
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:
Banshee
CotCT Monster 5 Traits: Banshee Undead To Defeat: Combat 21 Immune to Mental and Poison. Before acting, succeed at a Constitution or Fortitude 10 check or suffer the scourge Frightened. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, discard them from the top of your deck. Spoiler:
Azer
Core Monster 1 Traits: Elemental Fire Outsider Veteran To Defeat: Combat 11+## Immune to Fire. Vulnerable to Cold. After acting, suffer 1d4-1 Fire damage. Barriers Spoiler:
Evil Eye
Core Barrier 0 Traits: Curse Magic Trigger Veteran To Defeat: Arcane Divine 6+# OR Knowledge Stealth 8+# When examined, suffer the scourge Dazed then banish this barrier. Cannot be evaded. If undefeated, suffer the scourge Dazed then banish this barrier. Spoiler:
Summoning Trap
Core Barrier 3 Traits: Skirmish Trap To Defeat: Intelligence Wisdom Arcane Divine 13 If undefeated, reload a new monster into your location, then banish this barrier. Spoiler:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Spoiler:
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:
Forbiddance
CotCT Barrier 5 Traits: Curse Trap To Defeat: Wisdom 13 OR Arcane Divine 15 If undefeated, display this barrier at your location and move to a random other location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When you would explore, move to a random other location and explore it instead. * When this location is closed, banish this barrier. Weapons Spoiler:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
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:
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:
Aspect of the Monkey
Core Spell 2 Traits: Divine Magic Animal To Acquire: Wisdom Divine 7 Display. While displayed: * On your Dexterity and Charisma checks, add 1d6. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead. Spoiler:
Full Pouch
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display. While displayed: * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead. * At the end of your turn, banish. DURING RECOVERY
Spoiler:
Wall of Light
Core Spell 3 Traits: Arcane Attack Divine Loot Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Display. While displayed: * For your combat check, you may use your Arcane or Divine + 2d4, or 2d8 if it is against an Undead bane. * On another local character's combat check, add 1d4 and the Magic trait. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Spoiler:
Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
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:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Lesser Bolstering Armor
Inquisitor Armor 4 Traits: Magic Light Armor To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw 1 card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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 Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Spoiler:
The Unveiling
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Constitution Divine Fortitude 7 OR Craft 5 Banish or shuffle into another character's deck to remove a scourge from any character. DURING RECOVERY If proficient, you may succeed at a Craft or Divine 7 check to recharge this card. Spoiler:
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:
Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Allies Spoiler:
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:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Spoiler:
Bound Homunculus
Core Ally 2 Traits: Construct Magic To Acquire: Intelligence Arcane Craft 8 OR Charisma Diplomacy 10 On a local check, banish to add 1d8. Banish to explore. This exploration, on your first check, add 1d6. DURING RECOVERY
Spoiler:
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:
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:
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:
The Lucky Drunk
Core Blessing 3 Traits: Deity: Cayden Cailean Divine When this is the hour: After your exploration, you may move to a random location. To Acquire: Charisma Divine Fortitude 8 On another local character's check, discard to bless twice. Discard to move to a random location, then explore. This exploration, reroll any dice showing 1 and 2. Spoiler:
Orison
Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler:
The Teamster
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: After your first exploration of your turn, you may discard a card to explore. To Acquire: Constitution Diplomacy 4+# On your check, freely discard to use your Constitution die instead of the normal die. Reload this card and discard another boon to explore. Spoiler:
The 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: When you would recharge a Magic boon, discard it instead. Current Hour: The Lost:
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. Hours Remaining: 10 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/Matsu_Kurisu: Spoiler: Hourglass Card 2 Lini/Bigguyinblack: Hourglass Card 1 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 2 Lini/Bigguyinblack
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 4 Harsk/Matsu_Kurisu: Hourglass Card 3 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 4 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 6 Damiel/tcolmaster01: Hourglass Card 5 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 7 Harsk/Matsu_Kurisu: Hourglass Card 6 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 8 Lini/Bigguyinblack: Hourglass Card 7 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 9 Damiel/tcolmaster01: Hourglass Card 8 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 10 Harsk/Matsu_Kurisu: Hourglass Card 9 Damiel/tcolmaster01
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 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 2: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 3: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 4:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #5: 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: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Pits 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. Pits Card 2: 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. Pits Card 3: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 4: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Pits Card 5: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits 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. Pits Card 7: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 2 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 18, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Barghest
CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Spoiler:
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:
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:
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:
Gray Maiden Footsoldier
CotCT Monster 2 Traits: Fighter Gray Maiden Human Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 6+# When you would encounter this monster, if you are not at an Urban location, exchange it with a new monster instead. If undefeated, a local character summons and encounters the danger. Barriers Spoiler:
Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Spoiler:
Crematory Blast
CotCT Barrier 5 Traits: Fire Trap To Defeat: Intelligence Perception 10 OR Constitution Fortitude 12 When you would encounter this barrier, another local character may encounter it instead. If undefeated, each local character suffers 1d6 Fire damage. Spoiler:
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:
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:
Summoning Trap
Core Barrier 3 Traits: Skirmish Trap To Defeat: Intelligence Wisdom Arcane Divine 13 If undefeated, reload a new monster into your location, then banish this barrier. Weapons Spoiler:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Seeking Shortbow +2
Inquisitor Weapon 4 Traits: 2-Handed Magic Bow Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 + 2. If a monster has an effect that increases the difficulty of this check, ignore that effect. If a power would require you to reroll dice on this check, you may choose to not reroll. If proficient with weapons, discard this card to add 1d4 + 1 to a combat check by a character at another location. Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spoiler:
Thundering Earthbreaker
CotCT Weapon 4 Traits: 2-Handed Bludgeoning Hammer Magic Melee Respect To Acquire: Strength Melee 15 For your combat check, reveal to use Strength or Melee + 1d12+2; if proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local check against a Lock or Obstacle barrier, reload to add 1d12. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
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:
Mistform
CotCT Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a non- Incorporeal monster, banish to evade it. On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8. DURING RECOVERY
Spoiler:
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:
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:
Fly
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Armors Spoiler:
Brute Force Shield
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Combat, or Fire damage, freely reveal to reduce it by 2. If proficient, for your Disable check against a Lock bane or for your combat check, recharge to use your Strength or Melee + 1d6+1. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Helm of the Valkyrie
Core Armor 2 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 8 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, when you suffer any damage, freely reveal to reduce it by 1. At the end of your turn, recharge to move. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
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 Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Items Spoiler:
Elixir of Focus
Core Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 8 On a local non-combat check, banish to add the character's Intelligence or Craft skill. DURING RECOVERY If proficient, you may succeed at a Craft 10 check to recharge this card. Spoiler:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Magic Spyglass
Inquisitor Item 4 Traits: Magic Object To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to a Perception check. Discard this card to examine the top 3 cards of your location and put them back in any order. Spoiler:
Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Allies Spoiler:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Spoiler:
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:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Skoan-quah Boneslayer
CotCT Ally 4 Traits: Human Ranger To Acquire: Charisma Diplomacy 11 OR Summon And Defeat The Danger Display. While displayed: * On all Dexterity and Survival checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Dexterity and Survival checks, add 3. Spoiler:
Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Blessings Spoiler:
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 Winged Serpent
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Ranged check is blessed. To Acquire: Wisdom Melee 4+# On a local check, discard to bless. On a distant check, recharge to bless. Discard to examine the top card of any location, then if you are not in an encounter, you may move and explore. Spoiler:
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:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Hour Power: 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: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys 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 10 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 11 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 12 Harsk/Matsu_Kurisu: Hourglass Card 11 Damiel/tcolmaster01
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 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #2: 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: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Spider Nest Card 1: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 2: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 3: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spider Nest Card 4: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Spider Nest Card 5: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 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. Location #5: 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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Damiel/tcolmaster01, None Pits 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. Pits Card 2: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 3: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 4: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 5: 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. Pits Card 6 (Crow): 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.
During This Adventure: The servitor demon is the henchman Shadow Demon. Shadow Demon:
Henchman Type: Monster Traits: Outsider Demon Incorporeal Servitor To Defeat: Combat 20 The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage. "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card. After you begin Adventure 3, when you would banish a bane that
During This Scenario: Additional Rules: After you acquire a boon, examine the top card of your location
When you close the final location listed for your number of players,
Ommors:
Villain Type: Monster Traits: Fiend Outsider To Defeat: Combat 28 Ommors is immune to the Acid and Poison traits. You may banish an ally to evade Ommors. Before you act, succeed at a Constitution or Fortitude 8 check or bury any cards you would discard during this encounter. After you act, discard 2 cards from your hand or from your deck. COHORTS: Aron Kir:
Cohort Traits: Human Rogue Mendevian Veteran To Acquire: 0 Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait. Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location. Sir Ilivan:
Cohort Traits: Half-Elf Cavalier To Acquire: 0 Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait. Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait. During your give a card step, reveal this card to give it to another character at any location. Vinst:
Cohort Traits: Satyr Druid To Acquire: 0 When you attempt to close a location, return this card to the box to automatically close it. Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand. Scenario Level (#): 3 Turn: 3, MotherMyrtle/Matsu_Kurisu Random Cards:
Monsters Spoiler:
Peryton
WotR Monster 1 Traits: Aberration To Defeat: Combat 14 If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3. If unefeated, the damage dealth by the Peryton is increased by 3. Savage Perytons loathe all creatures, but they prefer to prey upon the weakest_ Spoiler:
Will-O'-Wisp
WotR Monster 3 Traits: Aberration To Defeat: Combat 16 OR Wisdom 14 All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait. Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand. These maletic aberrations feed on the fear of terrified travelers_ Spoiler:
Mongrel Wizard
WotR Monster B Traits: Mongrel Wizard Elite To Defeat: Combat 0 The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box. Before you act, the Mongrel Wizard deals 1 Acid damage to you. After you act, the Mongrel Wizard deals 1 Poison damage to you. Spoiler:
Spectre
WotR Monster 2 Traits: Undead Incorporeal Elite To Defeat: Combat 11 OR Wisdom Divine 7 The Spectre is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Spectre is undefeated. If undefeated, move to a random location. This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_ Spoiler:
Rat Swarm
WotR Monster B Traits: Animal Swarm Elite To Defeat: Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated. They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_ Barriers Spoiler:
Temptation of Attraction
WotR Barrier B Traits: Temptation To Defeat: None 0 Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated. After you act, banish this barrier. Spoiler:
Temptation of Lucre
WotR Barrier B Traits: Temptation To Defeat: None 0 Draw 3 items from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated. After you act, banish this barrier. Spoiler:
Bilious Bottle
WotR Barrier 1 Traits: Trap Poison Elite To Defeat: None 0 Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4. 1. You are dealt 1d4+1 Poison damage. 2. You are dealt 1d4+1 Fire damage. 3. Bury the top card of your deck. 4. Discard a card and banish this barrier. Spoiler:
Arboreal Blight
WotR Barrier B Traits: Skirmish Demon To Defeat: None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth. Spoiler:
Crazed Cultists
WotR Barrier 1 Traits: Skirmish Cultist Elite To Defeat: None 0 Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated. After you act, banish this barrier. Weapons Spoiler:
Cold Iron Longsword
WotR Weapon 1 Traits: Sword Melee Slashing Elite To Acquire: Strength Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Skirmishing Spear
WotR Weapon 3 Traits: Spear Ranged Piercing Magic Mythic Veteran To Acquire: Dexterity Ranged 15 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8 plus the scenario's adventure deck number; you may additionally recharge this card to add another 1d6+2. If proficient with weapons, discard this card to add 1d4+2 to a combat check by a character at another location; then you may additionally expend a mythic charge to move to that location. Spoiler:
Longsword
WotR Weapon B Traits: Sword Melee Slashing Basic To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Cold Iron Mace +1
WotR Weapon 2 Traits: Mace Melee Bludgeoning Magic Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4. Spoiler:
Cold Iron Mace +1
WotR Weapon 2 Traits: Mace Melee Bludgeoning Magic Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4. Spells Spoiler:
Lightning Touch
WotR Spell B Traits: Magic Arcane Attack Electricity Basic To Acquire: Intelligence Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it. Spoiler:
Life Drain
WotR Spell 1 Traits: Magic Arcane Divine Attack Healing Elite To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it. Spoiler:
Detect Demon
WotR Spell B Traits: Magic Divine Basic To Acquire: Wisdom Divine 4 During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Refuge
WotR Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane 13 OR Wisdom Divine 9 Display this card next to another character card. While displayed, before that character acts in an encounter, you may discard this card to move to that character's location. After discarding this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 15 or Divine 11 check to recharge this card instead of discarding it. Spoiler:
Scorching Ray
WotR Spell 1 Traits: Magic Arcane Attack Fire To Acquire: Intelligence Arcane 6 For your combat check, discard this card to use your Arcane skill + 2d6. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it. Armors Spoiler:
Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Spoiler:
Wooden Shield
WotR Armor B Traits: Shield Offhand Basic To Acquire: Constitution Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. Spoiler:
Magic Padded Armor
WotR Armor B Traits: Light Armor Magic Elite To Acquire: Constitution Fortitude 4 Discard this card to reduce Combat damage dealt to you before or after you act by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Elven Chain Shirt
WotR Armor 1 Traits: Light Armor Magic Elite To Acquire: Constitution Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Spiny Shield
WotR Armor 2 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Manual of War
WotR Item 1 Traits: Book To Acquire: Melee Ranged 8 Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card. Spoiler:
Fortune's Arrow
WotR Item 3 Traits: Arrow Piercing Ranged Magic Mythic To Acquire: Dexterity Ranged 12 If you have 1 or more mythic charges, put this card on top of your deck to add 1d4 plus your number of charges and this card's traits to your combat check that has the Bow trait. Spoiler:
Lymirin Discourses
WotR Item 2 Traits: Book Iomedae To Acquire: Wisdom Divine 9 Recharge this card and banish a blessing that has the Corrupted trait to add the top card of the blessings discard pile to your discard pile. If the blessing you would add has the Iomedae trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it. Spoiler:
Horn of Battle Clarity
WotR Item B Traits: Instrument Magic Elite To Acquire: Melee Ranged Charisma 7 Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait. Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck. Spoiler:
Codex
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it. Allies Spoiler:
Minotaur Mercenary
WotR Ally 2 Traits: Minotaur Hireling Elite To Acquire: Banish a weapon 0 On your first combat check of the turn, recharge this card to add 1d8. Discard this card to explore your location. After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game. Spoiler:
Recruit
WotR Ally B Traits: Human Soldier Basic To Acquire: Charisma Diplomacy 3 Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead. Discard this card to explore your location. Spoiler:
Riding Horse
WotR Ally B Traits: Animal Mount Basic To Acquire: Wisdom Survival 7 Discard this card at the end of your turn to move yourself and another character at your location to another location. Discard this card to explore your location. Spoiler:
Thylacine
WotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration. Spoiler:
Caravan Guard
WotR Ally B Traits: Human Hireling Elite To Acquire: Bury an armor OR Charisma Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check. Banish this card to reduce Combat damage dealt to you by 3. Discard this card to explore your location. Blessings Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Baphomet
WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler:
Blessing of Sarenrae
WotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Torag
WotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Strength check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Current Hour: Blessing of Shax:
Blessing of Shax
WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly: Spoiler: Hourglass Card 2 Arueshalae/tcolmaster01: Hourglass Card 1 Alahazra/Grizzly
Blessing of Abadar WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu: Hourglass Card 2 Arueshalae/tcolmaster01
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 4 Alahazra/Grizzly: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
Blessing of Baphomet WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler: Hourglass Card 5 Arueshalae/tcolmaster01: Hourglass Card 4 Alahazra/Grizzly
Blessing of Nethys WotR Blessing 2 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu: Hourglass Card 5 Arueshalae/tcolmaster01
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 7 Alahazra/Grizzly: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 8 Arueshalae/tcolmaster01: Hourglass Card 7 Alahazra/Grizzly
Blessing of Sarenrae WotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu: Hourglass Card 8 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 10 Alahazra/Grizzly: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 11 Arueshalae/tcolmaster01: Hourglass Card 10 Alahazra/Grizzly
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 12 MotherMyrtle/Matsu_Kurisu: Hourglass Card 11 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 13 Alahazra/Grizzly: Hourglass Card 12 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 14 Arueshalae/tcolmaster01: Hourglass Card 13 Alahazra/Grizzly
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 15 MotherMyrtle/Matsu_Kurisu: Hourglass Card 14 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Alahazra/Grizzly: Hourglass Card 15 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 17 Arueshalae/tcolmaster01: Hourglass Card 16 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 18 MotherMyrtle/Matsu_Kurisu: Hourglass Card 17 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 19 Alahazra/Grizzly: Hourglass Card 18 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 20 Arueshalae/tcolmaster01: Hourglass Card 19 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 21 MotherMyrtle/Matsu_Kurisu: Hourglass Card 20 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 22 Alahazra/Grizzly: Hourglass Card 21 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 23 Arueshalae/tcolmaster01: Hourglass Card 22 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 24 MotherMyrtle/Matsu_Kurisu: Hourglass Card 23 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Alahazra/Grizzly: Hourglass Card 24 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 26 Arueshalae/tcolmaster01: Hourglass Card 25 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 27 MotherMyrtle/Matsu_Kurisu: Hourglass Card 26 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Location #1: Cavern
Cavern Card 1: Vampire Spawn
WotR Monster B Traits: Undead Elite To Defeat: Combat 13 The Vampire Spawn is immune to the Mental and Poison traits. If undefeated, bury a random card from your discard pile. When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_ Cavern Card 2: Archer's Bracers
WotR Item B Traits: Accessory Magic Elite To Acquire: Dexterity Ranged 7 Reveal this card to add 2 to your Ranged combat check. Cavern Card 3: Spiked Plate
WotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check. Recharge this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Cavern Card 4: Explosive Runes
WotR Barrier B Traits: Trap Magic Arcane Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Cavern Card 5: Giant Fly
WotR Monster B Traits: Vermin Elite To Defeat: Combat 9 If undefeated, bury a random card from your discard pile. After you act, shuffle this card into a random other open location. You're going to need a bigger flyswatter_ Cavern Card 6: Poison Spiked Pit Trap
WotR Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. Cavern Card 7: Pitborn Scoundrel
WotR Monster B Traits: Pitborn Demon Rogue Elite To Defeat: Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3. Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you. While you act, damage dealt by the Pitborn Scoundrel may not be reduced. Cavern Card 8: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Cavern Card 9: Bolas
WotR Weapon B Traits: Chain Ranged Bludgeoning Basic To Acquire: Dexterity Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck. Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower. Cavern Card 10:
Researcher
WotR Ally B Traits: Human Hireling Basic To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check. Discard this card to explore your location. Location #2: Great Hall At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon. When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number. When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card. M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Arueshalae/tcolmaster01, None Great Hall Card 1: Constrictor Snake
WotR Monster B Traits: Animal Elite To Defeat: Combat 11 If the check to defeat has the Cold trait, add 1d6. If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck. Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_ Great Hall Card 2: Almanac
WotR Item 1 Traits: Book Elite To Acquire: Intelligence Knowledge 7 Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it. Great Hall Card 3: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Great Hall Card 4: Sin Seeker
WotR Barrier 1 Traits: Curse Veteran To Defeat: None 0 The Sin Seeker may not be evaded. Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker. Great Hall Card 5: Mirror Image
WotR Spell B Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it. Great Hall Card 6: Sickle
WotR Weapon B Traits: Knife Melee Slashing Finesse Basic To Acquire: Strength Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. Great Hall Card 7: Thylacine
WotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration. Great Hall Card 8: Blood Periapt
WotR Item B Traits: Accessory Magic Basic To Acquire: Constitution Fortitude 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it. Great Hall Card 9:
Spellcaster's Shield
WotR Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude Arcane Divine 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Location #3: Marketplace At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it. When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type. When Permanently Closed: At the end of your turn, you may give a card to any character. M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Marketplace Card 1: Potion of Striding
WotR Item B Traits: Liquid Alchemical Basic To Acquire: Intelligence Craft 4 At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply. Marketplace Card 2: Corrosive Dagger +1
WotR Weapon B Traits: Knife Ranged Piercing Magic Elite To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait. When playing another weapon, you may discard this card to add 1d4+1 to your combat check. Marketplace Card 3: Mongrel Archer
WotR Ally 1 Traits: Mongrel Elite To Acquire: Charisma Diplomacy 0 The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box. Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6. Discard this card to explore your location. Marketplace Card 4: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Marketplace Card 5: Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Marketplace Card 6: Book of the Loremaster
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 5 Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it. Marketplace Card 7: Good Omen
WotR Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Marketplace Card 8: Sage's Journal
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 8 Reveal this card to add 1d4 to your check to defeat a henchman or villain. Marketplace Card 9: Shortbow
WotR Weapon B Traits: Bow Ranged Piercing 2-Handed Basic To Acquire: Dexterity Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Marketplace Card 10:
Kamilo Dann
WotR Ally 2 Traits: Human Soldier To Acquire: None 0 When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card. Discard this card to add 1d6 to your combat check. Discard this card to explore your location. During this exploration, add 1d4 to your first combat check. Location #4: Sacristy Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Alahazra/Grizzly, None
During This Adventure: RULES: TRADERS:
In Season of Plundered Tombs, traders work differently than in Mummy’s Mask, in the following ways. • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet. • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet. • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others. • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck. For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck. After you begin In Search of a Sage, when you would banish a
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced
During This Scenario: Additional Rules: When a character temporarily closes a location, that character is
When a non-villain monster that has the Gnoll trait is defeated
The Third Law:
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card. Scenario Level (#): 1 Turn: 6, Grazzle/Bigguyinblack
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Bonecrusher Hyenamaster
MM Monster B Traits: Trigger Gnoll Basic To Defeat: Combat 9 THEN Combat 9 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Spoiler:
Geniekin
MM Monster B Traits: Trigger Elemental Outsider Janni Veteran To Defeat: Combat 8 When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait. The difficulty to defeat is increased by twice the scenario's adventure deck number. Spoiler:
Sand Creeper
MM Monster B Traits: Trigger Elemental Outsider Basic To Defeat: Combat 9 When you examine this card, succeed at a Perception 8 check or encounter this card. The Sand Creeper is immune to the Piercing and Slashing traits. Before you act, recharge any cards that have the Electricity trait. Spoiler:
Acid Mantis
MM Monster 1 Traits: Trigger Vermin Acid Elite To Defeat: Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card. If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage. Spoiler:
Caravan Raider
MM Monster B Traits: Human Veteran To Defeat: Stealth 7 OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Caravan Raider deals no damage; instead, banish a boon. Barriers Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
The First Law
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card. Spoiler:
Collapsing Scaffolding
MM Barrier B Traits: Obstacle Bludgeoning Basic To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7 If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn. Spoiler:
Shrieking Plant
MM Barrier 1 Traits: Trigger Obstacle Plant Elite To Defeat: Wisdom Stealth Perception Survival 8 When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated. If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant. Spoiler:
Falling Rubble
MM Barrier B Traits: Obstacle Trap Bludgeoning Basic To Defeat: Dexterity Acrobatics Perception Survival 6 If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier. If defeated, you may explore your location. Weapons Spoiler:
Blowgun
MM Weapon B Traits: Blowgun Dart Ranged Piercing Poison Basic To Acquire: Dexterity Ranged Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6. On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait. Spoiler:
Whip
MM Weapon B Traits: Whip Melee Slashing Finesse Swashbuckling Basic To Acquire: Strength Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane. Spoiler:
Blowgun
MM Weapon B Traits: Blowgun Dart Ranged Piercing Poison Basic To Acquire: Dexterity Ranged Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6. On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait. Spoiler:
Torch
MM Weapon B Traits: Club Melee Bludgeoning Fire Basic To Acquire: Strength Intelligence Wisdom 4 For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4. Bury this card to explore your location. Spoiler:
Djinni Quarterstaff
MM Weapon B Traits: Staff Melee Bludgeoning 2-Handed Magic Elite To Acquire: Strength Melee 6 OR Arcane Divine 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6. Discard this card to shuffle your location deck; you may succeed at an Arcane or Divine 10 check to recharge this card instead. Spells Spoiler:
Cure
MM Spell C Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Remove Curse
MM Spell B Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it. Spoiler:
Remove Curse
MM Spell C Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it. Spoiler:
Speak with Dead
MM Spell 1 Traits: Magic Divine Undead To Acquire: Wisdom Divine 4 When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Locate Object
MM Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Crocodile Skin Madu
MM Armor B Traits: Shield Offhand Elite To Acquire: Constitution Fortitude 3 OR Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may another armor. Recharge this card to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armors, you may play another armor on this check. Spoiler:
Armored Kilt
MM Armor B Traits: Clothing Light Armor Basic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Tussah Silk Coat
MM Armor C Traits: Clothing Light Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armor, bury it instead. Spoiler:
Armored Kilt
MM Armor C Traits: Clothing Light Armor Basic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it. Items Spoiler:
Bladeguard
MM Item C Traits: Liquid Acid Alchemical Basic To Acquire: Intelligence Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile. Banish this card to reduce Acid damage dealt to a character at your location to 0. Banish this card to add 1d12 to a check by a character at your location against a bane that invokes the Acid trait. Spoiler:
Ghost Battling Ring
MM Item C Traits: Accessory Magic Pharasma Veteran To Acquire: Arcane Divine Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead. Spoiler:
Acid Flask
MM Item B Traits: Liquid Attack Acid Alchemical Basic To Acquire: Intelligence Craft 5 For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12. Spoiler:
Flash Freeze
MM Item B Traits: Liquid Cold Alchemical Basic To Acquire: Intelligence Craft 5 Banish this card to add 1d12 and the Cold trait to a check that invokes the Construct or Fire trait by a character at your location. Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check. Spoiler:
Canteen
MM Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them. Allies Spoiler:
Pahmet Clansman
MM Ally B Traits: Dwarf Cleric Basic To Acquire: Charisma Diplomacy Divine 6 Recharge this card to add 1d6 to your check against a card that has the Trigger trait. Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge this card instead. Spoiler:
Pard
MM Ally C Traits: Animal To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10 Recharge this card to add your Charisma skill to your combat check. Recharge this card to add 1d4 to a combat check by a character at another location. Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck. Spoiler:
Fire Gecko
MM Ally B Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage. Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks. Spoiler:
Shock Lizard
MM Ally B Traits: Animal Electricity Basic To Acquire: Wisdom Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check. Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks. Spoiler:
Dhabba
MM Ally B Traits: Animal Poison Basic To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Nethys
MM Blessing B Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Current Hour: Blessing of Ra:
Blessing of Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 24 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Feiya/Matsu_Kurisu: Spoiler: Hourglass Card 2 Simoun/TheChu: Hourglass Card 1 Feiya/Matsu_Kurisu
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Crowe/Gimry: Hourglass Card 2 Simoun/TheChu
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Athnul/tcolmaster01: Hourglass Card 3 Crowe/Gimry
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Grazzle/Bigguyinblack: Hourglass Card 4 Athnul/tcolmaster01
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Feiya/Matsu_Kurisu: Hourglass Card 5 Grazzle/Bigguyinblack
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Simoun/TheChu: Hourglass Card 6 Feiya/Matsu_Kurisu
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 8 Crowe/Gimry: Hourglass Card 7 Simoun/TheChu
Blessing of Horus MM Blessing C Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 9 Athnul/tcolmaster01: Hourglass Card 8 Crowe/Gimry
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Grazzle/Bigguyinblack: Hourglass Card 9 Athnul/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 11 Feiya/Matsu_Kurisu: Hourglass Card 10 Grazzle/Bigguyinblack
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 12 Simoun/TheChu: Hourglass Card 11 Feiya/Matsu_Kurisu
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 13 Crowe/Gimry: Hourglass Card 12 Simoun/TheChu
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 14 Athnul/tcolmaster01: Hourglass Card 13 Crowe/Gimry
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Grazzle/Bigguyinblack: Hourglass Card 14 Athnul/tcolmaster01
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Feiya/Matsu_Kurisu: Hourglass Card 15 Grazzle/Bigguyinblack
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Simoun/TheChu: Hourglass Card 16 Feiya/Matsu_Kurisu
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Crowe/Gimry: Hourglass Card 17 Simoun/TheChu
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 19 Athnul/tcolmaster01: Hourglass Card 18 Crowe/Gimry
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Grazzle/Bigguyinblack: Hourglass Card 19 Athnul/tcolmaster01
Blessing of Bastet MM Blessing C Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 21 Feiya/Matsu_Kurisu: Hourglass Card 20 Grazzle/Bigguyinblack
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 22 Simoun/TheChu: Hourglass Card 21 Feiya/Matsu_Kurisu
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Crowe/Gimry: Hourglass Card 22 Simoun/TheChu
Blessing of Bastet MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 24 Athnul/tcolmaster01: Hourglass Card 23 Crowe/Gimry
Blessing of Ra MM Blessing C Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Athnul/tcolmaster01
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Location #1: Brickworks
Brickworks Card 1: Magma Spirit
MM Monster B Traits: Elemental Outsider Fire Basic To Defeat: Combat 9 The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. Before you act, each character at your location is dealt 1 Fire Damage. Brickworks Card 2: Shock Lizard
MM Ally B Traits: Animal Electricity Basic To Acquire: Wisdom Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check. Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks. Brickworks Card 3: Kopis
MM Weapon B Traits: Knife Ranged Slashing Basic To Acquire: Dexterity Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll. On your combat check, if you played another weapon, discard this card to add 1d4. Brickworks Card 4: Galvanic Chakram +1
MM Weapon 1 Traits: Knife Ranged Slashing Electricity Magic Elite To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait. Brickworks Card 5: Lightning Storm
MM Barrier C Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to your location. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Brickworks Card 6: Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Brickworks Card 7: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Brickworks Card 8:
Flaming Heavy Pick +1
MM Weapon B Traits: Pick Melee Piercing Magic Elite To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7. Location #2: Sulfur Pits At This Location: For your checks that have the Acid trait, add a die. When Closing: You are dealt 1 Acid damage. When Permanently Closed: No effect. M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Feiya/Matsu_Kurisu, None Sulfur Pits Card 1: Osirion Ancestor
MM Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. Sulfur Pits Card 2: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Sulfur Pits Card 3: Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Sulfur Pits Card 4: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Sulfur Pits Card 5: Viper Strike
MM Spell C Traits: Magic Arcane Divine Attack Poison Basic To Acquire: Intelligence Arcane Wisdom Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it. Sulfur Pits Card 6: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Sulfur Pits Card 7: Chakram
MM Weapon B Traits: Knife Ranged Slashing Elite To Acquire: Dexterity Ranged 6 If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act. For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. On your combat check, if you played another weapon, discard this card to add 1d4. Sulfur Pits Card 8:
Emperor Cobra
MM Monster B Traits: Animal Poison Basic To Defeat: Stealth 6 OR Combat 8 If the check to defeat has the Cold or Fire trait, add 1d8. When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead. Location #3: Volcanic Vents At This Location: All monsters are immune to Poison. When Closing: All characters at this location are dealt 1 Fire damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 2 Located/Displayed Here: None Volcanic Vents Card 1: Torch
MM Weapon B Traits: Club Melee Bludgeoning Fire Basic To Acquire: Strength Intelligence Wisdom 4 For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4. Bury this card to explore your location. Volcanic Vents Card 2: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Volcanic Vents Card 3: Armor of the Sands
MM Armor C Traits: Clothing Magic Arcane Divine Elite To Acquire: Constitution Fortitude 6 OR Arcane Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check. Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead. Volcanic Vents Card 4: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Volcanic Vents Card 5: Good Omen
MM Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Volcanic Vents Card 6: Shock Toad
MM Monster B Traits: Animal Electricity Basic To Defeat: Combat 6 The Shock Toad is immune to the Electricity trait. Before you act, the Shock Toad deals 1 Electricity damage to each character at your location. Volcanic Vents Card 7: Acid Flask
MM Item C Traits: Liquid Attack Acid Alchemical Basic To Acquire: Intelligence Craft 5 For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12. Volcanic Vents Card 8: Enchanter
MM Monster C Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the scenario's adventure deck number. Before you act, the Enchanter deals 1 Force damage to you. After you act, the Enchanter deals 1 Fire damage to you. Volcanic Vents Card 9: Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Volcanic Vents Card 10: Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Volcanic Vents Card 11:
Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Location #4: Shifting Dunes Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Zelhara/tcolmaster01, None Location #5: Tarworks
Tarworks Card 1: Osirion History Guide
MM Item B Traits: Book Basic To Acquire: Intelligence Wisdom Knowledge 3 Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location. Tarworks Card 2: Shock Elemental
MM Monster B Traits: Elemental Outsider Electricity Basic To Defeat: Combat 9 The Shock Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Shock Elemental is Electricity damage. If you play a weapon that does not have the Bludgeoning trait, the difficulty to defeat is increased by 2. Tarworks Card 3: Crocodile Skin Armor
MM Armor C Traits: Light Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2. Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead. Tarworks Card 4: Hurtling Tiles Trap
MM Barrier 1 Traits: Obstacle Trap Basic To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8 During this encounter, characters may not play items. If undefeated, you are dealt 1d4 Ranged Combat damage. If defeated, you may explore your location. Tarworks Card 5: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Tarworks Card 6: Scarab Swarm
MM Monster B Traits: Trigger Vermin Swarm Poison Veteran To Defeat: Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from. Tarworks Card 7: Nefti the Bard
MM Ally B Traits: Human Bard Aspis To Acquire: Charisma Diplomacy 8 If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile. Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item. During the explore step of a character at your location, discard this card to allow her to explore her location. Tarworks Card 8:
Armored Coat
MM Armor C Traits: Heavy Armor Elite To Acquire: Constitution Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3; you may also play an armor that has the Light Armor trait. Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead. Location #6: Windswept Chasm At This Location: All damage dealt is Electricity damage. When Closing: Discard your hand. When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile. M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Windswept Chasm Card 1: Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Windswept Chasm Card 2: Blessing of Nethys
MM Blessing C Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Windswept Chasm Card 3: Alchemical Gas
MM Barrier B Traits: Obstacle Acid Elite To Defeat: Intelligence Disable Craft 7 If undefeated, display this barrier next to your location. While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card. Windswept Chasm Card 4: Malfunctioning Deathtrap
MM Barrier B Traits: Trigger Trap Magic Electricity Basic To Defeat: Dexterity Stealth Disable Intelligence 5 When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card. If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card. Windswept Chasm Card 5: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Windswept Chasm Card 6: Stabbing Spear Staircase
MM Barrier 1 Traits: Obstacle Trap Piercing Elite To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8 If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck. If defeated, you may explore again. Windswept Chasm Card 7: Hyena
MM Monster B Traits: Trigger Animal Basic To Defeat: Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card. Windswept Chasm Card 8: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Windswept Chasm Card 9: Bonecrusher Hyenamaster
MM Monster B Traits: Trigger Gnoll Basic To Defeat: Combat 9 THEN Combat 9 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Windswept Chasm Card 10: Staff of Focus
MM Weapon B Traits: Staff Melee Bludgeoning 2-Handed Magic Elite To Acquire: Strength Melee Arcane Divine 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check. Windswept Chasm Card 11:
Unshakable Chill
MM Spell B Traits: Magic Arcane Divine Attack Cold Basic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Location #7: Howling Sands At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait. When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number. When Permanently Closed: No effect. M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Simoun/TheChu, None Howling Sands Card 1: Bonecrusher Master
MM Villain B Type: Monster Traits: Gnoll Rogue To Defeat: Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any. Howling Sands Card 2: Guardian Scroll
MM Monster 1 Traits: Construct Elite To Defeat: Stealth 8 OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die. Howling Sands Card 3: Kohl of Uncanny Discernment
MM Item B Traits: Accessory Alchemical To Acquire: Intelligence Perception 6 Reveal this card to add 1d4 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Howling Sands Card 4: Hyena
MM Monster B Traits: Trigger Animal Basic To Defeat: Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card. Howling Sands Card 5: Acid Jet
MM Spell B Traits: Magic Arcane Divine Attack Acid Basic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6. After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Howling Sands Card 6: Porcupine
MM Ally B Traits: Animal Basic To Acquire: Wisdom Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait. Discard this card to explore your location. Howling Sands Card 7: Crocodile Skin Lamellar
MM Armor B Traits: Light Armor Elite To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Howling Sands Card 8: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 2 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 15, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Ash Giant Zombie
CotCT Monster 5 Traits: Undead Zombie To Defeat: Combat 24 Immune to Cold, Electricity, Force, Mental, and Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Spoiler:
Rajambari
CotCT Monster 3 Traits: Skeleton Undead To Defeat: Combat 17 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each local character suffers 1 Combat damage. Spoiler:
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:
Vampire Spawn
CotCT Monster 2 Traits: Undead Vampire To Defeat: Combat 15 Immune to Mental and Poison. If undefeated, bury a random card from your discards. Spoiler:
Wood Golem
Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. Barriers Spoiler:
Phantasmal Apparition
CotCT Barrier 1 Traits: Curse Task Trigger Veteran To Defeat: Intelligence Knowledge 6+# OR Perception 4+# When examined, you may encounter this barrier; if you do not, suffer the scourge Frightened. If undefeated, suffer the scourge Exhausted. If defeated, you may examine the top 2 cards of your location. Spoiler:
Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
Biting Tigers
CotCT Barrier 3 Traits: Magic Trap To Defeat: Combat 16 OR Acrobatics Disable Stealth 9 Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1d6 Combat damage. Spoiler:
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:
Foes On All Sides
CotCT Barrier 2 Traits: Skirmish Veteran To Defeat: None 0 Each local character summons and encounters the danger; the difficulty to defeat is increased by #. If any character defeats the danger, this barrier is defeated. Weapons Spoiler:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spoiler:
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:
Deathbane Sling
CotCT Weapon 5 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4+3; against an Undead bane, add another 1d8. On any combat check, freely recharge to add 1d4+1, or 2d8+1 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Venomous Dagger
Core Weapon 3 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local combat check, freely recharge to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
Cleaving Battleaxe
CotCT Weapon 2 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it. Spells Spoiler:
Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
Spoiler:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Spoiler:
Restorative Touch
Core Spell 3 Traits: Divine Magic Healing To Acquire: WisdomDivine 8 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 10 check to recharge it instead. Spoiler:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Spoiler:
Divine Fortune
CotCT Spell 3 Traits: Divine Magic To Acquire: Wisdom Divine 11 Display. While displayed: * On local checks, add 1d6. * At the start of your turn, banish. DURING RECOVERY
Armors Spoiler:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Moon Maiden Armor
CotCT Armor 4 Traits: Light Armor Respect To Acquire: Constitution Fortitude Survival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may draw this card to reduce it by 2. * On your combat, Dexterity, or Acrobatics check, you may recharge to add your Wisdom die. If proficient, you may do this after the roll. Spoiler:
Expeditious Chain Mail
Inquisitor Armor 5 Traits: Magic Light Armor To Acquire: Constitution Fortitude Acrobatics 9 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your non-combat Dexterity check. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Spoiler:
Tangleburn Bag
Core Item 2 Traits: Alchemical Attack Fire Object To Acquire: Intelligence Craft 10 For your combat check, banish to use Dexterity, Craft, or Ranged + 2d8; if you fail the check against a monster you encounter, you may evade it. DURING RECOVERY If proficient, you may succeed at a Craft 12 check to recharge this card. Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Zellara's Harrow Deck
CotCT Item 2 Traits: Gambling Harrow Loot Magic Mental Tool To Acquire: Wisdom Perception 10 Reload to examine the top 3 cards of any character's deck and return them in any order. Banish to examine the top 3 cards of any location and return them in any order. DURING RECOVERY
Spoiler:
Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. 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:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
Aerilaya
CotCT Ally 5 Traits: Banshee Undead To Acquire: Charisma Diplomacy 12 OR Bury A Weapon 0 Display. While displayed: * On local combat or Constitution checks, add 1d6. * At the end of the turn, banish. Bury to explore; you may bury a weapon to reload instead. Spoiler:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Spoiler:
Nightspear
CotCT Ally 4 Traits: Agathion Outsider Healing To Acquire: WisdomSurvival 11 OR Divine 9 At the end of a local character's turn, discard to heal that character 1d4+1 allies and blessings. Discard to explore. This exploration, the first blessing you play may be shuffled into your deck instead of discarded. Blessings Spoiler:
The All-seeing Eye
Core Blessing 3 Traits: Deity: Nethys Divine When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On an Intelligence or Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order, then explore. Spoiler:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
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:
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 Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Hour Power: 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: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 5 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
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 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
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 7 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
The Courtesan CotCT Blessing 1 Traits: Harrow Suit: Crowns Veteran When this is the hour: When you would encounter a non- story bane barrier, banish it instead, then summon and encounter a Task barrier. To Acquire: Charisma Diplomacy 4+# On your check, freely discard to use your Charisma die instead of the normal die. Discard to explore. This exploration, on your checks, you may use your Charisma die instead of the normal die. Spoiler: Hourglass Card 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 11 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 12 Harsk/Matsu_Kurisu: Hourglass Card 11 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 13 Lini/Bigguyinblack: Hourglass Card 12 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 14 Damiel/tcolmaster01: Hourglass Card 13 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 15 Harsk/Matsu_Kurisu: Hourglass Card 14 Damiel/tcolmaster01
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 15 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #2: Spider Nest Underground Wild At This Location: Monsters you encounter gain the Vermin trait and all their damage is Poison. When Closing: Summon and defeat the story bane Monstrous Spider. When Permanently Closed: No effect. M: 4 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Spider Nest Card 1: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 2: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
Spider Nest 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. Spider Nest Card 4: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 5: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 6: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 7: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Spider Nest Card 8 (Humanbane Rapier):
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Caves Card 1: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 2: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 3: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 4: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 5:
Henchman Proxy A3
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Location #5: 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: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: None Pits Card 1: 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. Pits Card 2: 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. Pits Card 3: 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. Pits Card 4: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 5: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 6: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits 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.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 1 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 12, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Diseased Rats
CotCT Monster 2 Traits: Animal Swarm To Defeat: Combat 13 OR Stealth Survival 9 Vulnerable to Attack. If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location. Spoiler:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Spoiler:
Bogeyman
CotCT Monster 3 Traits: Fey To Defeat: Combat 14 If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4. Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened. Spoiler:
Minotaur
Core Monster 2 Traits: Minotaur To Defeat: Combat 15 OR Fortitude 8 If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage. Spoiler:
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:
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:
Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. Spoiler:
Symbol of Agony
CotCT Barrier 2 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 9 If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location. Spoiler:
Fangs of Diomazul
CotCT Barrier 3 Traits: Construct Trap To Defeat: Dexterity Acrobatics Disable Stealth 11 If undefeated, display this barrier at your location. While displayed, at this location: * When you explore, suffer 1d4 Combat damage. * For your first exploration of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Ghastly Runes
Core Barrier 1 Traits: Magic Trap Trigger Veteran To Defeat: Arcane Divine 4+# OR Disable 6+# When examined, encounter this barrier. If you have the Perception skill, the difficulty to defeat is increased by #. If undefeated, move to a random location and suffer the scourge Frightened. Weapons Spoiler:
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:
Venomous Heavy Crossbow +2
Inquisitor Weapon 5 Traits: 2-Handed Magic Bow Piercing Ranged To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10 + 2; you may additionally discard this card to add another 1d12 and the Poison trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4 + 2 and the Poison trait to a combat check at another location. Spoiler:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Invigorating Kukri +1
Inquisitor Weapon 4 Traits: Finesse Healing Knife Melee Slashing To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4 + 1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. 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:
Full Pouch
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Display. While displayed: * When a local character would banish an Alchemical or Liquid item for its power, you may freely banish to let them recharge the item instead. * At the end of your turn, banish. DURING RECOVERY
Spoiler:
Dimensional Jump
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 When you encounter a bane, banish to evade it. Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter. DURING RECOVERY
Spoiler:
Mistform
CotCT Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a non- Incorporeal monster, banish to evade it. On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8. DURING RECOVERY
Spoiler:
Disintegrate
CotCT Spell 5 Traits: Arcane Magic To Acquire: Intelligence Arcane 14 For your combat check, banish to use Arcane + 4d6. If it is against a non-villain monster and all checks to defeat it are successful, after the encounter, banish the monster. On a local check against a Lock or Obstacle barrier, banish to add 3d10. DURING RECOVERY
Spoiler:
Disable Mechanism
CotCT Spell 2 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a Construct, Lock, or Trap bane, banish to evade it. On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8. DURING RECOVERY
Armors Spoiler:
Magic Mithral Chain Mail
CotCT Armor 2 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Display. While displayed: * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
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 Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Spoiler:
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:
Dread Helm
CotCT Armor 5 Traits: Heavy Armor Helm Magic To Acquire: Constitution Divine Fortitude 12 When you suffer Combat damage, freely reveal to reduce it by 3. If proficient, when you suffer any damage, freely reveal to reduce it by 2. Recharge to avenge; this encounter, your checks to defeat may be freely blessed. After playing this armor, you may not play a Helm boon this encounter. Items Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Spoiler:
Twitch Tonic
CotCT Item 2 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 10 Discard to explore. Banish to heal a local character 1d4+1 allies. DURING RECOVERY
Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Spoiler:
The Unveiling
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Constitution Divine Fortitude 7 OR Craft 5 Banish or shuffle into another character's deck to remove a scourge from any character. DURING RECOVERY If proficient, you may succeed at a Craft or Divine 7 check to recharge this card. 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:
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:
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:
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:
Asyra
CotCT Ally 5 Traits: Arcane Eidolon Outsider Promo To Acquire: Arcane Divine 13 On your combat check, reload this card and bury up to 4 cards to add 1d10 for each card buried. If Shadowcount Sial is a rallied supporter, treat the word bury in this power as 'discard.' Discard to explore. This exploration, when you suffer any damage, reduce it by 2. After the exploration, if Shadowcount Sial is not a rallied supporter, bury your discards. Blessings Spoiler:
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:
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 Locksmith
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, you may recharge a card to replace all d4s with d8s. To Acquire: Dexterity Disable 4+# On any check, discard to bless. On any Acrobatics or Disable check, discard to bless twice. Discard to explore. This exploration, the first time you encounter a barrier, you may evade it. Spoiler:
The Gold-fisted
Core Blessing 3 Traits: Deity: Abadar Divine When this is the hour: When you acquire a boon, you may recharge a card. To Acquire: Craft Divine 8 On a local check to acquire, reload to add 1d4. Discard to explore. This exploration, on your checks to acquire, add 1d4. Spoiler:
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: 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: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 4 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 5 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
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 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
The Mountain Man CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: On your Strength or Constitution check, you may recharge a card to reroll. To Acquire: Constitution Fortitude 4+# On a Strength or Constitution check, after the roll, discard to add 3. Discard to explore. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
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 11 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 12 Harsk/Matsu_Kurisu: Hourglass Card 11 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 12 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 14 Damiel/tcolmaster01: Hourglass Card 13 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 15 Harsk/Matsu_Kurisu: Hourglass Card 14 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 16 Lini/Bigguyinblack: Hourglass Card 15 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 17 Damiel/tcolmaster01: Hourglass Card 16 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 18 Harsk/Matsu_Kurisu: Hourglass Card 17 Damiel/tcolmaster01
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 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #2: 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: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Damiel/tcolmaster01, None Spider Nest Card 1: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spider Nest Card 2: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 3: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
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: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 6: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 7: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 8: Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Spider Nest Card 9 (Humanbane Rapier):
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Harsk/Matsu_Kurisu, None Caves Card 1: Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Caves 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. Caves 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. Caves Card 4: Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Caves Card 5: 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 6: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 7: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 8: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 9: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 10:
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. Location #5: 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 ?: 0 Located/Displayed Here: Lini/Bigguyinblack, None Pits Card 1: Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Pits Card 2: 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. Pits Card 3: 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. Pits 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. Pits Card 5: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 6: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 7: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 8: 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.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 1 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 10, Lini/Bigguyinblack
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Xenarth
CotCT Monster 4 Traits: Demon Outsider To Defeat: Combat 24 Immune to Electricity and Poison. Before acting, each local character suffers 2 Acid Damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Shining Child
CotCT Monster 5 Traits: Fire Outsider To Defeat: Combat 20 Immune to Fire and Poison. All damage is Fire. Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Spoiler:
Hordemaster
CotCT Monster 5 Traits: Undead To Defeat: Combat 22 Immune to Mental and Poison. Before acting, each local character summons and encounters the story bane Zombie Minions. Characters who suffer damage during that encounter cannot play boons during this encounter.
Spoiler:
Basilisk
Core Monster 3 Traits: Aberration Basilisk To Defeat: Combat 14 Before acting, each local character must succeed at a Constitution, Fortitude, or Perception 6 check or recharge their hand and suffer the scourges Dazed and Entangled. If undefeated, bury a random card from your discards. If defeated, remove the scourges Dazed and Entangled from all local characters. Spoiler:
Rajambari
CotCT Monster 3 Traits: Skeleton Undead To Defeat: Combat 17 Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, each local character suffers 1 Combat damage. Barriers Spoiler:
Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Spoiler:
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:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Spoiler:
Symbol of Agony
CotCT Barrier 2 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 9 If undefeated, each local character suffers the scourge Wounded, then recharge this barrier into its location. Spoiler:
Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Weapons Spoiler:
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:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Shock Glaive
Core Weapon 2 Traits: 2-Handed Electricity Magic Melee Polearm Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d10 + 1d4; you may remove 1d4 and the Electricity trait. If proficient, you may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Horrorbane Heavy Pick
CotCT Weapon 5 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 13 For your combat check, reveal to use Strength or Melee + 1d6+3; against an Aberration bane, add another 1d8. If proficient, you may additionally discard to add another 1d8. If proficient, if any die rolled on this check shows 1, count it as a 6. Spoiler:
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:
Divine Fortune
Inquisitor Spell 3 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card. Spoiler:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
Enervation
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 6 On any combat check, freely banish to decrease the difficulty by 2d4. DURING RECOVERY
Spoiler:
Disable Mechanism
CotCT Spell 2 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a Construct, Lock, or Trap bane, banish to evade it. On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8. DURING RECOVERY
Spoiler:
Major Harrowing
CotCT Spell 5 Traits: Arcane Divine Harrow Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 14 Freely display at a location. While displayed: * On local checks that have a trait matching the adventure's harrow suit, add 3; if the hour has a Suit trait matching the adventure's harrow suit, add 2d4 instead. * When this location is closed, banish. DURING RECOVERY
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:
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:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. 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 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:
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 Focus
Core Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 8 On a local non-combat check, banish to add the character's Intelligence or Craft skill. DURING RECOVERY If proficient, you may succeed at a Craft 10 check to recharge this card. Spoiler:
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:
Sklar-quah Thundercaller
CotCT Ally 4 Traits: Human Skald To Acquire: Charisma Diplomacy 11 OR Summon And Defeat A Barrier 0 Display. While displayed: * On all Strength and Acrobatics checks, add 1d6. * At the end of the turn, recharge. Discard to examine the top card of your location, then you may explore. This exploration, on all Strength and Acrobatics checks, add 3. Spoiler:
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:
Ruan Mirukova
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 12 On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card. Discard to explore; you may first heal a card. Spoiler:
Sergeant-at-arms
CotCT Ally 2 Traits: Human Soldier To Acquire: Charisma Diplomacy Knowledge 10 On a local check against a bane or an ally, recharge to add 1d6. Discard to explore. This exploration, on your checks against banes and allies, add 1d4. Spoiler:
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. Blessings Spoiler:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
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 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:
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:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Hour Power: On your check, you may banish a random blessing from your discards to bless. Current Hour: Rovagug's Destruction:
Rovagug's Destruction
Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/tcolmaster01: Spoiler: Hourglass Card 2 Harsk/Matsu_Kurisu: Hourglass Card 1 Damiel/tcolmaster01
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 3 Lini/Bigguyinblack: Hourglass Card 2 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 3 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 5 Harsk/Matsu_Kurisu: Hourglass Card 4 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 6 Lini/Bigguyinblack: Hourglass Card 5 Harsk/Matsu_Kurisu
Nethys's Duality Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler: Hourglass Card 7 Damiel/tcolmaster01: Hourglass Card 6 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 8 Harsk/Matsu_Kurisu: Hourglass Card 7 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 8 Harsk/Matsu_Kurisu
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 10 Damiel/tcolmaster01: Hourglass Card 9 Lini/Bigguyinblack
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 11 Harsk/Matsu_Kurisu: Hourglass Card 10 Damiel/tcolmaster01
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 12 Lini/Bigguyinblack: Hourglass Card 11 Harsk/Matsu_Kurisu
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 13 Damiel/tcolmaster01: Hourglass Card 12 Lini/Bigguyinblack
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 14 Harsk/Matsu_Kurisu: Hourglass Card 13 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 14 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 16 Damiel/tcolmaster01: Hourglass Card 15 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 17 Harsk/Matsu_Kurisu: Hourglass Card 16 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 18 Lini/Bigguyinblack: Hourglass Card 17 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 19 Damiel/tcolmaster01: Hourglass Card 18 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 20 Harsk/Matsu_Kurisu: Hourglass Card 19 Damiel/tcolmaster01
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 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #2: 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: Damiel/tcolmaster01, None Spider Nest Card 1: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spider Nest Card 2: Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spider Nest Card 3: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spider Nest Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 5: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
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: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 8: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 9: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 10:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Harsk/Matsu_Kurisu, None Caves Card 1: Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Caves 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. Caves 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. Caves Card 4: Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Caves Card 5: 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 6: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 7: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 8: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 9: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 10:
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. Location #5: 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: Lini/Bigguyinblack, None Pits 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. Pits Card 2: Wand of Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Pits Card 3: Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Pits Card 4: 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. Pits Card 5: 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. Pits Card 6: 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. Pits Card 7: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 8: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 9: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 10: 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.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 1 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 9, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Infantry Devil
CotCT Monster 2 Traits: Devil Outsider To Defeat: Combat 14 OR Arcane 9 Immune to Fire and Poison. Resistant to Acid, Attack, and Cold. If undefeated, suffer the scourge Plagued. Spoiler:
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:
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:
Ghoul
Core Monster 1 Traits: Ghoul Undead Veteran To Defeat: Combat 11+## Immune to Mental and Poison. If undefeated, either banish an ally or suffer the scourge Dazed. Spoiler:
Ash Giant
CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. 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:
Assassination Squad
CotCT Barrier 3 Traits: Skirmish Trigger To Defeat: None 0 When examined, you may move to this location and encounter this barrier. When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated. Spoiler:
Cursed Statue
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Wisdom Disable Perception 10 When examined, suffer the scourges Dazed, Drained, and Entangled. If undefeated, suffer the scourges Dazed, Drained, and Entangled. Spoiler:
Wyvern Blade Trap
Core Barrier 3 Traits: Poison Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned. Spoiler:
Flask of Curses
CotCT Barrier 2 Traits: Curse Trap To Defeat: Intelligence Craft 7 OR Wisdom Perception 8 If undefeated, each local character suffers the scourges Dazed and Plagued, then banish this barrier. 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:
Wounding Spear-axe
CotCT Weapon 3 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d8+1; against a villain, add another 1d8. If proficient, after the roll, you may additionally discard to reroll and add 1d6 and the Piercing trait. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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 Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Spoiler:
Shock Kukri
CotCT Weapon 3 Traits: Electricity Finesse Knife Magic Melee Slashing To Acquire: Strength Acrobatics Melee 12 For your combat check, reveal to use Strength, Acrobatics, or Melee + 2d6; you may remove 1d6 and the Electricity trait. If proficient, you may additionally recharge to add another 1d4. Spells Spoiler:
Disable Mechanism
CotCT Spell 2 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a Construct, Lock, or Trap bane, banish to evade it. On any Disable check or any check against a Construct, Lock, or Trap bane, banish to add 2d8. DURING RECOVERY
Spoiler:
Lightning Bolt
Core Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, banish to use Arcane + 3d6. If the check is against a monster, ignore its after acting powers. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Spoiler:
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:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Spoiler:
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. Armors Spoiler:
Mantle of Life
CotCT Armor 5 Traits: Light Armor Magic To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * On a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
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:
Totem Klar
CotCT Armor 4 Traits: Magic Offhand Piercing Respect Shield To Acquire: Constitution Fortitude Melee Survival 11 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat or Survival check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Sable Company Hide
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 11 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival. Items Spoiler:
Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Spoiler:
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:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Spoiler:
Blackjack's Gear
CotCT Item 4 Traits: Blackjack Clothing Loot Magic To Acquire: Dexterity Disable 10 OR Wisdom Perception 13 Display. While displayed: * You may recharge to heal a Blackjack weapon. * You may recharge to move. You may not use this power during an encounter. * On your Acrobatics, Disable, or Stealth check, you may recharge to add 1d8. Spoiler:
Ring of Immolation
CotCT Item 5 Traits: Accessory Fire Magic Veteran To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 When you suffer Cold damage, freely reveal to reduce it by 4. On your combat check, recharge to add 1d8+# and the Fire trait; against a bane that invokes the Cold trait, freely reveal instead. Allies Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
Hippogriff Fledgling
CotCT Ally 4 Traits: Animal Mount To Acquire: Wisdom Survival 11 If you are at a Wild location, on a local combat check, recharge to add 1d10 and the Slashing trait. Discard to move, then explore. This exploration, on your combat checks, add 1d6. You may not use this power during an encounter. Spoiler:
Firepelt Cougar
CotCT Ally 4 Traits: Animal To Acquire: Wisdom Survival 12 On a local combat check, reload to add 1d6. Discard to explore; if you have not attempted a combat check this turn, you may succeed at a Survival 9 check to recharge instead. Spoiler:
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:
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. Blessings Spoiler:
Lady Despair
Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler:
Our Lord In Iron
Core Blessing 3 Traits: Deity: Gorum Divine When this is the hour: On your combat check, you may reveal any number of weapons; for each, add 1. To Acquire: Divine Melee Ranged 8 On any non-Attack combat check, recharge to bless; reroll any dice showing 1. Discard to explore. This exploration, on your combat checks, you may reroll any dice showing 1. Spoiler:
Desna's Freedom
Core Blessing 1 Traits: Deity: Desna Divine Veteran When this is the hour: On each check, the first blessing played to bless may be played freely. To Acquire: Wisdom Divine Perception 4+# On any check, discard to bless. On a check against a barrier, recharge to bless. Discard to move, then explore. Spoiler:
The Crows
CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When you would bury a boon, succeed at its check to acquire or banish it instead. To Acquire: Dexterity Stealth 4+# On your check to acquire, discard to bless twice. Discard to explore; if you do not encounter a boon, bury this card instead. Spoiler:
The Snakebite
CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your combat check, you may add the Poison trait; if you do not, suffer the scourge Poisoned. To Acquire: Intelligence Craft 4+# On any combat check that does not use Dexterity or Strength, recharge to bless; if it invokes Poison, bless twice instead. Discard to explore. This exploration, on your combat checks, you may add 1d4 and the Poison trait. Hour Power: 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: 21 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
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 5 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 7 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
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 11 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
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 12 Harsk/Matsu_Kurisu: Hourglass Card 11 Damiel/tcolmaster01
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 13 Lini/Bigguyinblack: Hourglass Card 12 Harsk/Matsu_Kurisu
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 14 Damiel/tcolmaster01: Hourglass Card 13 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 14 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 15 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 17 Damiel/tcolmaster01: Hourglass Card 16 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 18 Harsk/Matsu_Kurisu: Hourglass Card 17 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys 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 Lini/Bigguyinblack: Hourglass Card 18 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 20 Damiel/tcolmaster01: Hourglass Card 19 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 21 Harsk/Matsu_Kurisu: Hourglass Card 20 Damiel/tcolmaster01
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 21 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #2: 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: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spider Nest Card 2: Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spider Nest Card 3: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spider Nest Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 5: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
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: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 8: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 9: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 10:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Location #3: 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: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Twisting Passages Card 1: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Twisting Passages Card 2: 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. Twisting Passages 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. Twisting Passages Card 4: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Twisting Passages 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. Twisting Passages Card 6: Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Twisting Passages Card 7: 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. Twisting Passages Card 8 (Fortune-Teller):
Fortune-Teller
Inquisitor Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Caves Card 1: Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Caves 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. Caves 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. Caves Card 4: Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Caves Card 5: 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 6: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 7: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 8: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 9: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 10:
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. Location #5: 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: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 2: Wand of Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Pits Card 3: Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Pits Card 4: 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. Pits Card 5: 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. Pits Card 6: 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. Pits Card 7: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 8: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 9: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 10: 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.
During This Adventure: RULES: TRADERS:
In Season of Plundered Tombs, traders work differently than in Mummy’s Mask, in the following ways. • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet. • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet. • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others. • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck. For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck. After you begin In Search of a Sage, when you would banish a
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced
During This Scenario: Additional Rules: When a character temporarily closes a location, that character is
When a non-villain monster that has the Gnoll trait is defeated
Scenario Level (#): 1 Turn: 1, Grazzle/Bigguyinblack
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Sand Creeper
MM Monster B Traits: Trigger Elemental Outsider Basic To Defeat: Combat 9 When you examine this card, succeed at a Perception 8 check or encounter this card. The Sand Creeper is immune to the Piercing and Slashing traits. Before you act, recharge any cards that have the Electricity trait. Spoiler:
Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Spoiler:
Blasphemous Priest
MM Monster B Traits: Undead Cleric Elite To Defeat: Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4. Spoiler:
Skeletal Jackal
MM Monster B Traits: Undead Skeleton Basic To Defeat: Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Piercing or Slashing trait, the difficulty is increased by 3. Spoiler:
Yellow Jelly
MM Monster C Traits: Ooze Acid Basic To Defeat: Combat 8 The Yellow Jelly is immune to the Mental, Piercing, Poison, and Slashing traits. If your check to defeat has the Acid or Cold trait, add 3. After you act, if the result of the check to defeat is greater than 12, you are dealt 1d4 Acid damage. Barriers Spoiler:
Trapped Locker
MM Barrier B Traits: Cache Lock Trap Basic To Defeat: Dexterity Disable 9 OR Strength Melee 11 If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier. If defeated, draw an armor from the box. Spoiler:
Falling Rubble
MM Barrier B Traits: Obstacle Trap Bludgeoning Basic To Defeat: Dexterity Acrobatics Perception Survival 6 If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn, and at the end of the turn, may succeed at a Strength 10 check to banish this barrier. If defeated, you may explore your location. Spoiler:
The First Law
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card. Spoiler:
Malfunctioning Deathtrap
MM Barrier B Traits: Trigger Trap Magic Electricity Basic To Defeat: Dexterity Stealth Disable Intelligence 5 When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card. If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card. Spoiler:
Echoes of Confusion
MM Barrier 1 Traits: Trigger Curse Undead Elite To Defeat: Stealth Perception Charisma Diplomacy 8 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card. Weapons Spoiler:
Fire Kukri +1
MM Weapon 1 Traits: Knife Melee Slashing Fire Magic Elite Finesse To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4. On your combat check, if you played another weapon, discard this card to add 1d4. Spoiler:
Torch
MM Weapon B Traits: Club Melee Bludgeoning Fire Basic To Acquire: Strength Intelligence Wisdom 4 For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4. Bury this card to explore your location. Spoiler:
Explorer's Staff
MM Weapon C Traits: Staff Melee Bludgeoning 2-Handed Basic To Acquire: Strength Melee 2 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. Discard this card to add 2 dice to your Disable check. Spoiler:
Spelldagger
MM Weapon C Traits: Knife Ranged Piercing Magic Elite To Acquire: Dexterity Ranged Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1. On your combat check, when you play a spell that has the Attack trait, discard this card to add 1d4. Spoiler:
Torch
MM Weapon C Traits: Club Melee Bludgeoning Fire Basic To Acquire: Strength Intelligence Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4. Bury this card to explore your location. Spells Spoiler:
Cure
MM Spell C Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Find Traps
MM Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Viper Strike
MM Spell B Traits: Magic Arcane Divine Attack Poison Basic To Acquire: Intelligence Arcane Wisdom Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it. Spoiler:
Speak with Dead
MM Spell 1 Traits: Magic Divine Undead To Acquire: Wisdom Divine 4 When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Cure
MM Spell B Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Crocodile Skin Armor
MM Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2. Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead. Spoiler:
Armor of the Sands
MM Armor B Traits: Clothing Magic Arcane Divine Elite To Acquire: Constitution Fortitude 6 OR Arcane Divine 8 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 2. Recharge this card to add 1d4 to your Arcane or Divine check. Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead. You may succeed at an Arcane or Divine 12 check to recharge it instead. Spoiler:
Armored Kilt
MM Armor B Traits: Clothing Light Armor Basic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it. Spoiler:
Filter Hood
MM Armor B Traits: Accessory Light Armor Elite To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1. If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead. Spoiler:
Armored Kilt
MM Armor C Traits: Clothing Light Armor Basic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it. Items Spoiler:
Bladeguard
MM Item C Traits: Liquid Acid Alchemical Basic To Acquire: Intelligence Craft 6 Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile. Banish this card to reduce Acid damage dealt to a character at your location to 0. Banish this card to add 1d12 to a check by a character at your location against a bane that invokes the Acid trait. Spoiler:
Alchemist's Kit
MM Item B Traits: Tool Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead. While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck. Spoiler:
Frost Staff
MM Item B Traits: Staff Attack Magic Cold To Acquire: Arcane Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell. Bury this card to evade a non-villain, non-henchman monster you encounter. Spoiler:
Noxious Bomb
MM Item B Traits: Liquid Attack Poison Ranged Alchemical Basic To Acquire: Intelligence Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it. Spoiler:
Acid Flask
MM Item B Traits: Liquid Attack Acid Alchemical Basic To Acquire: Intelligence Craft 5 For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12. Allies Spoiler:
Dhabba
MM Ally C Traits: Animal Poison Basic To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check. Discard this card to explore your location. Spoiler:
Hyaenodon
MM Ally B Traits: Trigger Animal Elite To Acquire: Wisdom Survival 7 When you examine this card, you may reveal an ally that has the Animal trait to acquire this card. When you defeat a monster, you may reveal this card to recharge a random card from your discard pile. Discard this card to examine the top card of your location deck. Then you may explore your location. Spoiler:
Camel
MM Ally B Traits: Animal Mount Basic To Acquire: Wisdom Survival 7 Bury this card to evade a monster you encounter. At the end of your turn, discard this card to move. Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks. Spoiler:
Falto
MM Ally C Traits: Human Rogue Hireling To Acquire: Charisma Diplomacy 10 If you fail to acquire this card, move to a random location, then examine the top card of your location deck. Recharge this card to add 1 die to any Diplomacy check. Recharge this card to add 1 die to a check to acquire an item by a character at your location. Discard this card to explore your location. Spoiler:
Caravan Guard
MM Ally B Traits: Human Hireling Elite To Acquire: Bury an armor OR Charisma Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check. Banish this card to reduce Combat damage dealt to you by 3. Discard this card to explore your location. Blessings Spoiler:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler:
Blessing of Abadar
MM Blessing C Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Pharasma
MM Blessing C Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Wadjet:
Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Feiya/Matsu_Kurisu: Spoiler: Hourglass Card 2 Simoun/TheChu: Hourglass Card 1 Feiya/Matsu_Kurisu
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Crowe/Gimry: Hourglass Card 2 Simoun/TheChu
Blessing of Bastet MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 4 Athnul/tcolmaster01: Hourglass Card 3 Crowe/Gimry
Blessing of Thoth MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Grazzle/Bigguyinblack: Hourglass Card 4 Athnul/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Feiya/Matsu_Kurisu: Hourglass Card 5 Grazzle/Bigguyinblack
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Simoun/TheChu: Hourglass Card 6 Feiya/Matsu_Kurisu
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Crowe/Gimry: Hourglass Card 7 Simoun/TheChu
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Athnul/tcolmaster01: Hourglass Card 8 Crowe/Gimry
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Grazzle/Bigguyinblack: Hourglass Card 9 Athnul/tcolmaster01
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Feiya/Matsu_Kurisu: Hourglass Card 10 Grazzle/Bigguyinblack
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Simoun/TheChu: Hourglass Card 11 Feiya/Matsu_Kurisu
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 13 Crowe/Gimry: Hourglass Card 12 Simoun/TheChu
Blessing of Horus MM Blessing C Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 14 Athnul/tcolmaster01: Hourglass Card 13 Crowe/Gimry
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Grazzle/Bigguyinblack: Hourglass Card 14 Athnul/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 16 Feiya/Matsu_Kurisu: Hourglass Card 15 Grazzle/Bigguyinblack
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 17 Simoun/TheChu: Hourglass Card 16 Feiya/Matsu_Kurisu
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 18 Crowe/Gimry: Hourglass Card 17 Simoun/TheChu
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 19 Athnul/tcolmaster01: Hourglass Card 18 Crowe/Gimry
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Grazzle/Bigguyinblack: Hourglass Card 19 Athnul/tcolmaster01
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Feiya/Matsu_Kurisu: Hourglass Card 20 Grazzle/Bigguyinblack
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Simoun/TheChu: Hourglass Card 21 Feiya/Matsu_Kurisu
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 23 Crowe/Gimry: Hourglass Card 22 Simoun/TheChu
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 24 Athnul/tcolmaster01: Hourglass Card 23 Crowe/Gimry
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 25 Grazzle/Bigguyinblack: Hourglass Card 24 Athnul/tcolmaster01
Blessing of Bastet MM Blessing C Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 26 Feiya/Matsu_Kurisu: Hourglass Card 25 Grazzle/Bigguyinblack
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 27 Simoun/TheChu: Hourglass Card 26 Feiya/Matsu_Kurisu
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Crowe/Gimry: Hourglass Card 27 Simoun/TheChu
Blessing of Bastet MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 29 Athnul/tcolmaster01: Hourglass Card 28 Crowe/Gimry
Blessing of Ra MM Blessing C Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 Athnul/tcolmaster01
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Location #1: Brickworks
Brickworks Card 1: The Third Law
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card. Brickworks Card 2: Quicksand Bunyip
MM Monster C Traits: Trigger Bunyip To Defeat: Combat 12 When you examine this card, either discard a card that has the Bludgeoning or Liquid trait or you are dealt 1d4 Electricity damage. Then shuffle the Quicksand Bunyip into your location deck. Damage dealt by the Quicksand Bunyip may not be reduced. Brickworks Card 3: Magma Spirit
MM Monster B Traits: Elemental Outsider Fire Basic To Defeat: Combat 9 The Magma Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. Before you act, each character at your location is dealt 1 Fire Damage. Brickworks Card 4: Shock Lizard
MM Ally B Traits: Animal Electricity Basic To Acquire: Wisdom Survival 4 Recharge this card to add 1d4 and the Electricity trait to your combat check. Discard this card to explore your location. During this exploration, you may add the Electricity trait to your combat checks. Brickworks Card 5: Kopis
MM Weapon B Traits: Knife Ranged Slashing Basic To Acquire: Dexterity Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die you roll. On your combat check, if you played another weapon, discard this card to add 1d4. Brickworks Card 6: Galvanic Chakram +1
MM Weapon 1 Traits: Knife Ranged Slashing Electricity Magic Elite To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait. Brickworks Card 7: Lightning Storm
MM Barrier C Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to your location. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Brickworks Card 8: Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Brickworks Card 9: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Brickworks Card 10:
Flaming Heavy Pick +1
MM Weapon B Traits: Pick Melee Piercing Magic Elite To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7. Location #2: Sulfur Pits At This Location: For your checks that have the Acid trait, add a die. When Closing: You are dealt 1 Acid damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Feiya/Matsu_Kurisu, None Sulfur Pits Card 1: Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Sulfur Pits Card 2: Plague Zombie
MM Monster 1 Traits: Undead Elite To Defeat: Combat 11 The Plague Zombie is immune to the Mental and Poison traits. If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage. Sulfur Pits Card 3: Osirion Ancestor
MM Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. Sulfur Pits Card 4: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Sulfur Pits Card 5: Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Sulfur Pits Card 6: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Sulfur Pits Card 7: Viper Strike
MM Spell C Traits: Magic Arcane Divine Attack Poison Basic To Acquire: Intelligence Arcane Wisdom Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it. Sulfur Pits Card 8: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Sulfur Pits Card 9: Chakram
MM Weapon B Traits: Knife Ranged Slashing Elite To Acquire: Dexterity Ranged 6 If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act. For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8. On your combat check, if you played another weapon, discard this card to add 1d4. Sulfur Pits Card 10:
Emperor Cobra
MM Monster B Traits: Animal Poison Basic To Defeat: Stealth 6 OR Combat 8 If the check to defeat has the Cold or Fire trait, add 1d8. When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead. Location #3: Volcanic Vents At This Location: All monsters are immune to Poison. When Closing: All characters at this location are dealt 1 Fire damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Volcanic Vents Card 1: Good Omen
MM Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Volcanic Vents Card 2: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Volcanic Vents Card 3: Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Volcanic Vents Card 4: Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Volcanic Vents Card 5: Torch
MM Weapon B Traits: Club Melee Bludgeoning Fire Basic To Acquire: Strength Intelligence Wisdom 4 For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4. Bury this card to explore your location. Volcanic Vents Card 6: Shock Toad
MM Monster B Traits: Animal Electricity Basic To Defeat: Combat 6 The Shock Toad is immune to the Electricity trait. Before you act, the Shock Toad deals 1 Electricity damage to each character at your location. Volcanic Vents Card 7: Armor of the Sands
MM Armor C Traits: Clothing Magic Arcane Divine Elite To Acquire: Constitution Fortitude 6 OR Arcane Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check. Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead. Volcanic Vents Card 8: Acid Flask
MM Item C Traits: Liquid Attack Acid Alchemical Basic To Acquire: Intelligence Craft 5 For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12. Volcanic Vents Card 9: Enchanter
MM Monster C Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the scenario's adventure deck number. Before you act, the Enchanter deals 1 Force damage to you. After you act, the Enchanter deals 1 Fire damage to you. Volcanic Vents Card 10:
Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Location #4: Shifting Dunes At This Location: At the start of your turn, shuffle any armors into your deck. When Closing: Summon and defeat the henchman Giant Sand Eel. When Permanently Closed: No effect. M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Zelhara/tcolmaster01, None Shifting Dunes Card 1: Glacial Khopesh +1
MM Weapon 1 Traits: Sword Melee Slashing Cold Magic Elite To Acquire: Strength Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll. Recharge this card to ignore a non-villain bane's power that happens after you act. Shifting Dunes Card 2: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Shifting Dunes Card 3: Elemental Treaty
MM Spell C Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane Wisdom Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead. Shifting Dunes Card 4: Dry Quicksand
MM Barrier B Traits: Trap Elite To Defeat: Dexterity Acrobatics Wisdom Survival 9 If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card. Shifting Dunes Card 5: Sand Creeper
MM Monster B Traits: Trigger Elemental Outsider Basic To Defeat: Combat 9 When you examine this card, succeed at a Perception 8 check or encounter this card. The Sand Creeper is immune to the Piercing and Slashing traits. Before you act, recharge any cards that have the Electricity trait. Shifting Dunes Card 6: Terhk Fourwinds
MM Ally C Traits: Half-Orc Fighter To Acquire: Charisma Diplomacy 7 Recharge this card to recharge a weapon or an armor that has the Basic trait from your discard pile. At the end of your turn, recharge this card to move. Discard this card to explore your location. Shifting Dunes Card 7: Shasalqu
MM Monster 1 Traits: Animal Cold Elite To Defeat: Combat 9 The Shasalqu is immune to the Cold and Fire traits. Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards. If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage. Shifting Dunes Card 8: Fire Ward Gel
MM Item B Traits: Liquid Fire Alchemical Basic To Acquire: Intelligence Craft 5 Banish this card to reduce Fire damage dealt to a character at your location to 0. Banish this card to add 1d8 to a check that invokes the Fire trait by a character at your location. Shifting Dunes Card 9: Druid of the Hive
MM Ally B Traits: Thriae Druid Veteran Poison To Acquire: Charisma Diplomacy 7 Discard this card to ignore a bane's immunity to the Acid and Poison traits. Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4. Shifting Dunes Card 10:
Wall Scythes
MM Barrier B Traits: Obstacle Trap Slashing Basic To Defeat: Dexterity Acrobatics 4 OR Disable 6 If undefeated, you are dealt 1d4 Combat damage;, then recharge your hand; put this card on top of its location deck. Location #5: Tarworks At This Location: All damage dealt is Fire damage. When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number. When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards. M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Grazzle/Bigguyinblack, None Tarworks Card 1: Noxious Bomb
MM Item C Traits: Liquid Attack Poison Ranged Alchemical Basic To Acquire: Intelligence Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 9 check to recharge that card instead of discarding it. Tarworks Card 2: Poison Blade Trap
MM Barrier B Traits: Trap Poison Slashing Elite To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7 If undefeated, each character at your location is dealt 1d4 Poison damage. Tarworks Card 3: Osirion History Guide
MM Item B Traits: Book Basic To Acquire: Intelligence Wisdom Knowledge 3 Recharge this card to add 1 die to a Wisdom, Knowledge, or Survival non-combat check by a character at your location. Tarworks Card 4: Shock Elemental
MM Monster B Traits: Elemental Outsider Electricity Basic To Defeat: Combat 9 The Shock Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Shock Elemental is Electricity damage. If you play a weapon that does not have the Bludgeoning trait, the difficulty to defeat is increased by 2. Tarworks Card 5: Crocodile Skin Armor
MM Armor C Traits: Light Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2. Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead. Tarworks Card 6: Hurtling Tiles Trap
MM Barrier 1 Traits: Obstacle Trap Basic To Defeat: Intelligence Perception 6 OR Dexterity Stealth 8 During this encounter, characters may not play items. If undefeated, you are dealt 1d4 Ranged Combat damage. If defeated, you may explore your location. Tarworks Card 7: Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Tarworks Card 8: Scarab Swarm
MM Monster B Traits: Trigger Vermin Swarm Poison Veteran To Defeat: Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from. Tarworks Card 9: Nefti the Bard
MM Ally B Traits: Human Bard Aspis To Acquire: Charisma Diplomacy 8 If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile. Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item. During the explore step of a character at your location, discard this card to allow her to explore her location. Tarworks Card 10:
Armored Coat
MM Armor C Traits: Heavy Armor Elite To Acquire: Constitution Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3; you may also play an armor that has the Light Armor trait. Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead. Location #6: Windswept Chasm At This Location: All damage dealt is Electricity damage. When Closing: Discard your hand. When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile. M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Windswept Chasm Card 1: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Windswept Chasm Card 2: Malfunctioning Deathtrap
MM Barrier B Traits: Trigger Trap Magic Electricity Basic To Defeat: Dexterity Stealth Disable Intelligence 5 When you examine this card, succeed at a Perception 4 check or you are dealt 1 Electricity damage, then encounter this card. If undefeated, each character at this location is dealt 1d4 Electricity damage then recharges a card. Windswept Chasm Card 3: Unshakable Chill
MM Spell B Traits: Magic Arcane Divine Attack Cold Basic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Windswept Chasm Card 4: Staff of Focus
MM Weapon B Traits: Staff Melee Bludgeoning 2-Handed Magic Elite To Acquire: Strength Melee Arcane Divine 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check. Windswept Chasm Card 5: Hyena
MM Monster B Traits: Trigger Animal Basic To Defeat: Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card. Windswept Chasm Card 6: Blessing of Nethys
MM Blessing C Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Windswept Chasm Card 7: Alchemical Gas
MM Barrier B Traits: Obstacle Acid Elite To Defeat: Intelligence Disable Craft 7 If undefeated, display this barrier next to your location. While displayed, if you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card. Windswept Chasm Card 8: Stabbing Spear Staircase
MM Barrier 1 Traits: Obstacle Trap Piercing Elite To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8 If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck. If defeated, you may explore again. Windswept Chasm Card 9: Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Windswept Chasm Card 10:
Bonecrusher Ambusher
SoPT Henchman 1 Type: Monster Traits: Gnoll Trigger To Defeat: Combat 10 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage. If defeated, you may immediately attempt to close the location this henchman came from. Location #7: Howling Sands At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait. When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number. When Permanently Closed: No effect. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Simoun/TheChu, None Howling Sands Card 1: Ubashki
MM Ally B Traits: Undead Mummy To Acquire: Bury a card Recharge this card to reduce damage dealt to you by 2. When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it into its deck. Discard this card to explore your location. Howling Sands Card 2: Bonecrusher Hyenamaster
MM Monster B Traits: Trigger Gnoll Basic To Defeat: Combat 9 THEN Combat 9 When you examine this card, encounter it; the difficulty to defeat is increased by 3. Howling Sands Card 3: Bonecrusher Master
MM Villain B Type: Monster Traits: Gnoll Rogue To Defeat: Combat 11 When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any. Howling Sands Card 4: Guardian Scroll
MM Monster 1 Traits: Construct Elite To Defeat: Stealth 8 OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die. Howling Sands Card 5: Kohl of Uncanny Discernment
MM Item B Traits: Accessory Alchemical To Acquire: Intelligence Perception 6 Reveal this card to add 1d4 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Howling Sands Card 6: Hyena
MM Monster B Traits: Trigger Animal Basic To Defeat: Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card. Howling Sands Card 7: Acid Jet
MM Spell B Traits: Magic Arcane Divine Attack Acid Basic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6. If the bane has the Construct or Ooze trait, add another 1d6. After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Howling Sands Card 8: Porcupine
MM Ally B Traits: Animal Basic To Acquire: Wisdom Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait. Discard this card to explore your location. Howling Sands Card 9: Crocodile Skin Lamellar
MM Armor B Traits: Light Armor Elite To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Howling Sands Card 10: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
During This Adventure: The servitor demon is the henchman Shadow Demon. Shadow Demon:
Henchman Type: Monster Traits: Outsider Demon Incorporeal Servitor To Defeat: Combat 20 The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage. "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card. After you begin Adventure 3, when you would banish a bane that
During This Scenario: Additional Rules: After you acquire a boon, examine the top card of your location
When you close the final location listed for your number of players,
COHORTS:
Aron Kir:
Cohort Traits: Human Rogue Mendevian Veteran To Acquire: 0 Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait. Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location. Sir Ilivan:
Cohort Traits: Half-Elf Cavalier To Acquire: 0 Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait. Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait. During your give a card step, reveal this card to give it to another character at any location. Vinst:
Cohort Traits: Satyr Druid To Acquire: 0 When you attempt to close a location, return this card to the box to automatically close it. Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand. Scenario Level (#): 3 Turn: 1, Alahazra/Grizzly Random Cards:
Monsters Spoiler:
Cambion
WotR Monster B Traits: Outsider Demon Elite To Defeat: Combat 12 The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. If undefeated, bury an ally that lists Diplomacy in its check to acquire. This leering, red-skinned humanoid has cloven hooves and a pair of black horns_ Spoiler:
Crocodile
WotR Monster B Traits: Animal Aquatic Elite To Defeat: Combat 13 Ifthe check to defeat has the Cold trait, add 1d6. If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck. This reptile lunges out of the placid water with shocking speed_ Spoiler:
Pitborn Scoundrel
WotR Monster B Traits: Pitborn Demon Rogue Elite To Defeat: Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3. Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you. While you act, damage dealt by the Pitborn Scoundrel may not be reduced. Spoiler:
Dominion Scientist
WotR Monster 3 Traits: Aberration Sorcerer To Defeat: Combat 21 OR Knowledge 15 Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait. These alien entities collect the brains of sentient creatures, trapping them in arrays of bulbous blisters_ Spoiler:
Carrion Golem
WotR Monster B Traits: Construct Golem Elite To Defeat: Combat 14 The Carrion Golem is immune to the Attack and Mental traits. Before you act, discard the top card of your deck. If undefeated, discard the top 2 cards of your deck. Barriers Spoiler:
Baleful Shadows
WotR Barrier B Traits: Obstacle Undead Elite To Defeat: Wisdom Divine Stealth 11 If undefeated, a character at your location summons and encounters the henchman Wight. Spoiler:
Rallying Cry
WotR Barrier B Traits: Task Cache To Defeat: None 0 Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier. Spoiler:
Telekinesis Trap
WotR Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 14 OR Disable 11 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore. While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you. At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Spoiler:
Blood of Eustoyriax
WotR Barrier 2 Traits: Temptation Demon Corrupted To Defeat: None 0 Display this card next to your deck; the barrier is defeated. While displayed, at the start of each turn, you may bury 1d4-1 cards from your deck to draw 1d4+1 cards; if you do, you may not play blessings on other characters' checks until the end of the turn. Spoiler:
Temptation of Arms
WotR Barrier B Traits: Temptation To Defeat: None 0 Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated. After you act, banish this barrier. Weapons Spoiler:
Shocking Lance +1
WotR Weapon 3 Traits: Polearm Melee Piercing 2-Handed Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 2d6 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do, and this is your first combat check of the turn, add another 1d8+1. Spoiler:
Lance
WotR Weapon B Traits: Polearm Melee Piercing 2-Handed Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check. Spoiler:
Quarterstaff of Vaulting
WotR Weapon B Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite To Acquire: Strength Melee 9 OR Acrobatics 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6. Recharge this card to automatically succeed at your Acrobatics check. Discard this card to put the second card of your location deck on top of your location deck. Spoiler:
Lance +1
WotR Weapon 1 Traits: Polearm Melee Piercing 2-Handed Magic Elite To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat of the turn, add another 1d8+1. Spoiler:
Corrosive Dagger +1
WotR Weapon B Traits: Knife Ranged Piercing Magic Elite To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait. When playing another weapon, you may discard this card to add 1d4+1 to your combat check. Spells Spoiler:
Brilliance
WotR Spell B Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Sanctuary
WotR Spell B Traits: Magic Divine Mental Basic To Acquire: Wisdom Divine 6 Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Create Spiked Pit
WotR Spell 3 Traits: Magic Arcane Trap Elite To Acquire: Intelligence Arcane 8 For your combat check, discard this card to use your Arcane skill + 2d6. Discard this card to evade a monster you encounter whose highest difficulty to defeat is 20 or lower; you may bury this card to put the evaded monster on the bottom of its location deck. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding or burying it. Spoiler:
Ice Strike
WotR Spell 3 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, discard this card to use your Arcane or Divine skill + 3d6. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Life Drain
WotR Spell 1 Traits: Magic Arcane Divine Attack Healing Elite To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it. Armors Spoiler:
Hide Armor
WotR Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 3 Recharge this card to reduce Cold or Combat damage dealt to you by 1. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. Spoiler:
Corroded Helm
WotR Armor B Traits: Heavy Armor Corrupted Elite To Acquire: Constitution Fortitude 3 If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card. Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it. Spoiler:
Elven Chain Shirt
WotR Armor 1 Traits: Light Armor Magic Elite To Acquire: Constitution Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Full Plate
WotR Armor B Traits: Heavy Armor Elite To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead. Spoiler:
Spiked Plate
WotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check. Recharge this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Wand of Sacred Weapon
WotR Item 2 Traits: Wand Attack Divine Magic To Acquire: Wisdom Divine 10 For your combat check, bury this card to summon and play a random non-Basic weapon from the box. For the summoned card, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number. After playing this card, you may succeed at a Divine 10 check to recharge this card instead of burying it. Spoiler:
Wand of Cancellation
WotR Item 1 Traits: Wand Magic Arcane To Acquire: Intelligence Arcane 9 When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again. After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it. Spoiler:
Swarmlord's Jar
WotR Item 3 Traits: Object Magic To Acquire: Arcane Divine Craft 9 Reveal this card to reduce all damage dealt by a bane you encounter that has the Swarm or Vermin trait to 1. When you encounter a monster, banish this card to add 2d6 to any checks against that monster; if that monster has the Swarm or Vermin trait, add another 2d6. Spoiler:
Planar Tuning Fork
WotR Item 2 Traits: Tool Magic To Acquire: Intelligence Knowledge 10 While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card. Spoiler:
Potion of Beast Skin
WotR Item B Traits: Liquid Alchemical Basic To Acquire: Intelligence Craft 4 Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card. Allies Spoiler:
Bat
WotR Ally B Traits: Animal Elite To Acquire: WisdomSurvival 6 Recharge this card to add 1d4 to your Ranged or Survival check. Discard this card to explore your location. During this exploration, add 1d4 to your first Ranged or Survival check. Spoiler:
Wolf
WotR Ally 2 Traits: Animal To Acquire: Wisdom Survival 8 Recharge this card to examine the top card of your location deck. Discard this card to explore your location. Spoiler:
Unfettered Imp
WotR Ally 3 Traits: Outsider Devil Temptation To Acquire: Intelligence Charisma Arcane 7 During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it. Reveal this card and discard a card that has the Corrupted trait to explore your location. Spoiler:
Apprentice
WotR Ally B Traits: Half-Elf To Acquire: Arcane Divine Charisma Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check. Discard this card to explore your location. Spoiler:
Lann
WotR Ally 1 Traits: Mongrel Guard Veteran To Acquire: Charisma Diplomacy 0 The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box. For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon. Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter. Blessings Spoiler:
Blessing of Shax
WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler:
Blessing of Sarenrae
WotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Shelyn
WotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Starsong
WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Current Hour: Blessing of the Starsong:
Blessing of the Starsong
WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arueshalae/tcolmaster01: Spoiler: Hourglass Card 2 MotherMyrtle/Matsu_Kurisu: Hourglass Card 1 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Alahazra/Grizzly: Hourglass Card 2 MotherMyrtle/Matsu_Kurisu
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 4 Arueshalae/tcolmaster01: Hourglass Card 3 Alahazra/Grizzly
Blessing of Abadar WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 MotherMyrtle/Matsu_Kurisu: Hourglass Card 4 Arueshalae/tcolmaster01
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 6 Alahazra/Grizzly: Hourglass Card 5 MotherMyrtle/Matsu_Kurisu
Blessing of Baphomet WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler: Hourglass Card 7 Arueshalae/tcolmaster01: Hourglass Card 6 Alahazra/Grizzly
Blessing of Nethys WotR Blessing 2 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 MotherMyrtle/Matsu_Kurisu: Hourglass Card 7 Arueshalae/tcolmaster01
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 9 Alahazra/Grizzly: Hourglass Card 8 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 10 Arueshalae/tcolmaster01: Hourglass Card 9 Alahazra/Grizzly
Blessing of Sarenrae WotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 MotherMyrtle/Matsu_Kurisu: Hourglass Card 10 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 12 Alahazra/Grizzly: Hourglass Card 11 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 13 Arueshalae/tcolmaster01: Hourglass Card 12 Alahazra/Grizzly
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 14 MotherMyrtle/Matsu_Kurisu: Hourglass Card 13 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 15 Alahazra/Grizzly: Hourglass Card 14 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 16 Arueshalae/tcolmaster01: Hourglass Card 15 Alahazra/Grizzly
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 17 MotherMyrtle/Matsu_Kurisu: Hourglass Card 16 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Alahazra/Grizzly: Hourglass Card 17 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 19 Arueshalae/tcolmaster01: Hourglass Card 18 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 20 MotherMyrtle/Matsu_Kurisu: Hourglass Card 19 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 21 Alahazra/Grizzly: Hourglass Card 20 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 22 Arueshalae/tcolmaster01: Hourglass Card 21 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 23 MotherMyrtle/Matsu_Kurisu: Hourglass Card 22 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 24 Alahazra/Grizzly: Hourglass Card 23 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 25 Arueshalae/tcolmaster01: Hourglass Card 24 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 26 MotherMyrtle/Matsu_Kurisu: Hourglass Card 25 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 27 Alahazra/Grizzly: Hourglass Card 26 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 28 Arueshalae/tcolmaster01: Hourglass Card 27 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 29 MotherMyrtle/Matsu_Kurisu: Hourglass Card 28 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 29 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Location #1: Cavern
Cavern Card 1: Vampire Spawn
WotR Monster B Traits: Undead Elite To Defeat: Combat 13 The Vampire Spawn is immune to the Mental and Poison traits. If undefeated, bury a random card from your discard pile. When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_ Cavern Card 2: Archer's Bracers
WotR Item B Traits: Accessory Magic Elite To Acquire: Dexterity Ranged 7 Reveal this card to add 2 to your Ranged combat check. Cavern Card 3: Spiked Plate
WotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check. Recharge this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Cavern Card 4: Explosive Runes
WotR Barrier B Traits: Trap Magic Arcane Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Cavern Card 5: Giant Fly
WotR Monster B Traits: Vermin Elite To Defeat: Combat 9 If undefeated, bury a random card from your discard pile. After you act, shuffle this card into a random other open location. You're going to need a bigger flyswatter_ Cavern Card 6: Poison Spiked Pit Trap
WotR Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. Cavern Card 7: Pitborn Scoundrel
WotR Monster B Traits: Pitborn Demon Rogue Elite To Defeat: Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3. Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you. While you act, damage dealt by the Pitborn Scoundrel may not be reduced. Cavern Card 8: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Cavern Card 9: Bolas
WotR Weapon B Traits: Chain Ranged Bludgeoning Basic To Acquire: Dexterity Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck. Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower. Cavern Card 10:
Researcher
WotR Ally B Traits: Human Hireling Basic To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check. Discard this card to explore your location. Location #2: Great Hall At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon. When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number. When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card. M: 1 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Arueshalae/tcolmaster01, None Great Hall Card 1: Longsword
WotR Weapon B Traits: Sword Melee Slashing Basic To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Great Hall Card 2: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Great Hall Card 3: Sickle
WotR Weapon B Traits: Knife Melee Slashing Finesse Basic To Acquire: Strength Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. Great Hall Card 4: Spellcaster's Shield
WotR Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude Arcane Divine 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Great Hall Card 5: Blood Periapt
WotR Item B Traits: Accessory Magic Basic To Acquire: Constitution Fortitude 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it. Great Hall Card 6: Almanac
WotR Item 1 Traits: Book Elite To Acquire: Intelligence Knowledge 7 Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it. Great Hall Card 7: Thylacine
WotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration. Great Hall Card 8: Sin Seeker
WotR Barrier 1 Traits: Curse Veteran To Defeat: None 0 The Sin Seeker may not be evaded. Display this barrier next to your character card. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker. Great Hall Card 9: Constrictor Snake
WotR Monster B Traits: Animal Elite To Defeat: Combat 11 If the check to defeat has the Cold trait, add 1d6. If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck. Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_ Great Hall Card 10:
Mirror Image
WotR Spell B Traits: Magic Arcane To Acquire: Intelligence Arcane 6 Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it. Location #3: Marketplace At This Location: When you attempt to acquire a boon, add 1 plus the scenario's adventure deck number to checks to acquire it. When Closing: Choose a type of boon other than loot; summon and acquire a random boon of that type. When Permanently Closed: At the end of your turn, you may give a card to any character. M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: None Marketplace Card 1: Potion of Striding
WotR Item B Traits: Liquid Alchemical Basic To Acquire: Intelligence Craft 4 At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply. Marketplace Card 2: Corrosive Dagger +1
WotR Weapon B Traits: Knife Ranged Piercing Magic Elite To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait. When playing another weapon, you may discard this card to add 1d4+1 to your combat check. Marketplace Card 3: Mongrel Archer
WotR Ally 1 Traits: Mongrel Elite To Acquire: Charisma Diplomacy 0 The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box. Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, damage you are dealt is increased by 1d6. Discard this card to explore your location. Marketplace Card 4: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Marketplace Card 5: Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Marketplace Card 6: Book of the Loremaster
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 5 Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it. Marketplace Card 7: Good Omen
WotR Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Marketplace Card 8: Sage's Journal
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 8 Reveal this card to add 1d4 to your check to defeat a henchman or villain. Marketplace Card 9: Shortbow
WotR Weapon B Traits: Bow Ranged Piercing 2-Handed Basic To Acquire: Dexterity Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Marketplace Card 10:
Kamilo Dann
WotR Ally 2 Traits: Human Soldier To Acquire: None 0 When you encounter this card, summon and encounter the henchman Corrupted Soldier. If you defeat it, acquire this card and add the top card of the blessings discard pile to your hand; otherwise, banish this card. Discard this card to add 1d6 to your combat check. Discard this card to explore your location. During this exploration, add 1d4 to your first combat check. Location #4: Sacristy At This Location: On your check to acquire a boon, you may roll your Divine die instead of the normal die. When Closing: Succeed at a Divine 7 check or discard a card that has the Divine trait. When Permanently Closed: On closing, add 1 of your buried cards to your hand. M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 4 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Alahazra/Grizzly, None Sacristy Card 1: Mace
WotR Weapon B Traits: Mace Melee Bludgeoning Basic To Acquire: Strength Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4. Sacristy Card 2: Feeding Time
SoRi Henchman 3 Type: Barrier Traits: Fiend Outsider Task To Defeat: CharismaDiplomacyStealthSurvival 13 Before you act, you may banish an ally and discard all blessings in your hand to defeat this card. If undefeated, summon and encounter the villain Ommors. If Ommors is defeated, this barrier is defeated. If defeated, you may immediately attempt to close the location this henchman came from. Ommors has protected Valahuv for centuries. Our goddess asks only a small sacrifice in return. Sacristy Card 3: Burst Bonds
WotR Spell B Traits: Magic Divine Basic To Acquire: Wisdom Divine 5 Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it. Sacristy Card 4: Abyssal Traveler's Kit
WotR Item B Traits: Tool To Acquire: Intelligence Knowledge 7 Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait. Sacristy Card 5: Blessing of Baphomet
WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Sacristy Card 6: Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Sacristy Card 7: Caltrop Bead
WotR Item B Traits: Object Magic Basic To Acquire: Dexterity 6 Banish this card to add 1d4 to your combat check. Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower. Sacristy Card 8: Cure
WotR Spell B Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Sacristy Card 9: Nahyndrian Elixer
WotR Item 2 Traits: Liquid Temptation Corrupted Mythic To Acquire: Intelligence Craft Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario. Sacristy Card 10: Holy Water Grenade
WotR Item B Traits: Liquid Magic Divine Basic To Acquire: Wisdom Divine 6 Discard this card to evade a bane you encounter that has the Outsider or Undead trait. Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A - 1 displayed
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 6, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Will-o'-wisp
Core Monster 2 Traits: Aberration Electricity To Defeat: Combat 13 Immune to Attack. All damage is Electricity damage. After acting, if you have fewer cards in your deck than your hand size, shuffle this bane into a random location. Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 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:
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. Barriers Spoiler:
Haughty Nobles
Core Barrier 1 Traits: Cache Task Veteran To Defeat: Charisma Diplomacy 6+# If you are at an Urban location, the difficulty to defeat is increased by 4. If undefeated, bury either an ally or a random boon. If defeated, you may summon and encounter a new boon of any type. Spoiler:
Biting Tigers
CotCT Barrier 3 Traits: Magic Trap To Defeat: Combat 16 OR Acrobatics Disable Stealth 9 Before acting, each other local character summons and encounters this barrier. If undefeated, suffer 1d6 Combat damage. Spoiler:
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:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Weapons Spoiler:
Cleaving Battleaxe
CotCT Weapon 2 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it. Spoiler:
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:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Flaming Mace
Core Weapon 2 Traits: Bludgeoning Fire Mace Magic Melee To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Fire trait. Against a monster, you may additionally discard to ignore its after acting powers. Spoiler:
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:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Spoiler:
Quickened Ray
CotCT Spell 5 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Wisdom Arcane Divine 12 On a local combat check, freely banish to add 2d6 and the Cold or Fire trait. DURING RECOVERY
Spoiler:
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:
Fly
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Spoiler:
Clairvoyance
Core Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 9 Banish to examine the top 3 cards of any location; return them in any order. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 11 check to recharge it instead. Armors Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Spoiler:
Stone-shard Breastplate
CotCT Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Survival 14 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 3. * When you suffer any damage, you may bury to reduce it to 0. * If proficient, on your check to defeat a monster or a Lock, Obstacle, or Skirmish barrier, you may freely discard to add your Strength die. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
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:
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:
Blue War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Horn of Blasting
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Fortitude 7 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4. If proficient, recharge instead. Spoiler:
Red War Paint
CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 7 Display. While displayed: * When you suffer Electricity or Fire damage, reduce it by 3. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Headband of Mental Superiority
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 13 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1d4. Allies Spoiler:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Spoiler:
Flensing Jelly
Core Ally 2 Traits: Alchemical Ooze To Acquire: Intelligence Craft 9 OR Wisdom Survival 11 On a local combat or Disable check, recharge to add 1d6 and the Acid or Poison trait. Banish to explore. This exploration, on your combat checks, add 1d4 and the Acid or Poison trait. DURING RECOVERY You may succeed at a Craft 9 check then discard an Alchemical boon to recharge this card. Spoiler:
Korvosan House Drake
CotCT Ally 2 Traits: Dragon To Acquire: Wisdom Arcane Survival 9 On a local combat check, recharge to add 1d6 and the Mental trait. Discard to explore. This exploration, when you encounter a barrier, you may evade it and explore again. Spoiler:
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:
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 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:
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:
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:
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:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Hour Power: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. Current Hour: Urgathoa's Gluttony:
Urgathoa's Gluttony
Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Hours Remaining: 24 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 4 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
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 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 10 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 12 Harsk/Matsu_Kurisu: Hourglass Card 11 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 12 Harsk/Matsu_Kurisu
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 14 Damiel/tcolmaster01: Hourglass Card 13 Lini/Bigguyinblack
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 15 Harsk/Matsu_Kurisu: Hourglass Card 14 Damiel/tcolmaster01
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 16 Lini/Bigguyinblack: Hourglass Card 15 Harsk/Matsu_Kurisu
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 17 Damiel/tcolmaster01: Hourglass Card 16 Lini/Bigguyinblack
The Mute Hag CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: At the start of your turn, summon and encounter a spell. To Acquire: Wisdom Arcane 4+# Recharge to examine the top card of your location. If it is encountered this turn, all checks against it are blessed. Discard to examine the top card of any location, then you may explore. Spoiler: Hourglass Card 18 Harsk/Matsu_Kurisu: Hourglass Card 17 Damiel/tcolmaster01
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 19 Lini/Bigguyinblack: Hourglass Card 18 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 20 Damiel/tcolmaster01: Hourglass Card 19 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 21 Harsk/Matsu_Kurisu: Hourglass Card 20 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys 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 Lini/Bigguyinblack: Hourglass Card 21 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 23 Damiel/tcolmaster01: Hourglass Card 22 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 24 Harsk/Matsu_Kurisu: Hourglass Card 23 Damiel/tcolmaster01
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 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #1: 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: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Office Card 1: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Office Card 2:
Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Location #2: 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: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spider Nest Card 2: Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spider Nest Card 3: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spider Nest Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 5: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
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: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 8: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 9: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 10:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Location #3: 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: Fortune-Teller
Inquisitor Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Twisting Passages Card 2: Wayfinder
Core Item 3 Traits: Magic Object To Acquire: Wisdom Survival 10 Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore. Twisting Passages Card 3: Allying Hand Crossbow +2
Inquisitor Weapon 4 Traits: Magic Bow Piercing Ranged Veteran To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 + 2. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8 plus the recharged weapon's adventure deck number and 1 of its traits. Recharge this card to add 1d6 + 2 to a combat check by another character at your location. Twisting Passages Card 4: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Twisting Passages 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. Twisting Passages Card 6: 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. Twisting Passages Card 7: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Twisting Passages Card 8: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 9: Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Twisting Passages Card 10:
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. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Caves Card 1: Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Caves 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. Caves 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. Caves Card 4: Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Caves Card 5: 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 6: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 7: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 8: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 9: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 10:
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. Location #5: 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: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 2: Wand of Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Pits Card 3: Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Pits Card 4: 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. Pits Card 5: 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. Pits Card 6: 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. Pits Card 7: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 8: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 9: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 10: 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.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 3, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Bogeyman
CotCT Monster 3 Traits: Fey To Defeat: Combat 14 If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4. Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened. Spoiler:
Baykok
CotCT Monster 5 Traits: Trigger Undead To Defeat: Combat 21 When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed. Spoiler:
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:
Bloodbug Swarm
CotCT Monster 4 Traits: Animal Swarm To Defeat: Combat 10 THEN Combat 11 THEN Combat 12 Vulnerable to Attack. If the difficulty of any check is not exceeded by at least 4, the character who attempted the check suffers the scourge Wounded; after the encounter, shuffle this monster into its location. Spoiler:
Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Barriers Spoiler:
Secret Stockpile
Core Barrier 2 Traits: Cache Lock To Defeat: Dexterity Disable 9 OR Wisdom Perception 11 If undefeated, you may banish this barrier. If defeated, draw a new weapon and a new armor. Spoiler:
Madness Mist Trap
CotCT Barrier 3 Traits: Cache Lock Magic Trap To Defeat: Disable 8 OR Fortitude 10 If defeated, draw a new spell or item. If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier. Spoiler:
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:
Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. 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:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Quarterstaff of Vaulting
Core Weapon 1 Traits: 2-Handed Bludgeoning Magic Melee Staff To Acquire: Strength Melee 8 OR Acrobatics 6 For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6. Recharge to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Vicious Scythe
CotCT Weapon 2 Traits: 2-Handed Magic Melee Scythe Slashing To Acquire: Strength Melee 11 For your combat check, reveal to use Strength or Melee + 1d10+1; you may additionally discard to add another 1d10+1. If proficient, if any die rolled on this check shows 10, count it as a 12. If you fail this check against a non-story bane monster, you may reload the monster into its location. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Deathgrip
CotCT Spell 2 Traits: Arcane Attack Cold Divine Magic Undead To Acquire: Intelligence Wisdom Arcane Divine 8 For your combat check, banish to use Arcane or Divine + 2d8. If the check is against a monster, ignore its after acting powers. DURING RECOVERY
Spoiler:
Vampiric Touch
CotCT Spell 2 Traits: Arcane Attack Magic Undead To Acquire: Intelligence Arcane 9 For your combat check, banish to use Arcane + 2d6, then you may heal a card. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
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. Armors 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 of the Valkyrie
Core Armor 2 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 8 When you suffer Combat damage, freely reveal to reduce it by 1. If proficient, when you suffer any damage, freely reveal to reduce it by 1. At the end of your turn, recharge to move. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Spoiler:
Magic 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:
Plaguebringer's Mask
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Craft 11 On your combat check or your check against a Disease card, reload to add 1d8. When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead. Spoiler:
Wand of Acid Burst
CotCT Item 1 Traits: Acid Arcane Attack Magic Wand To Acquire: Intelligence Arcane 6 For your combat or Disable check, bury or banish to use Arcane + 2d4. DURING RECOVERY
Spoiler:
Belt of Physical Might
CotCT Item 4 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 13 On your Strength, Dexterity, or Constitution check, freely reveal to add 1d4. Spoiler:
Drums of Haste
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Charisma 8 At the end of a local character's move step, display at your location. While displayed: * At the end of each turn, local characters may move, and distant characters may move here. * At the start of your turn, discard this card; if proficient, recharge it instead. Spoiler:
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. Allies Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
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:
Noble
Core Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 9 On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4. Spoiler:
Ruan Mirukova
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 12 On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card. Discard to explore; you may first heal a card. Spoiler:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Blessings Spoiler:
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 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:
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:
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:
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. Current Hour: Blessing of the Lady of Graves:
Blessing of the Lady of Graves
Inquisitor Blessing 5 Traits: Divine Divine Pharasma Pharasma Undead Undead To Acquire: Divine 10 On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Discard this card to add 2 dice to any check that invokes the Undead trait. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Hours Remaining: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
The Worldbreaker Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 5 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 7 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
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 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 11 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 12 Harsk/Matsu_Kurisu: Hourglass Card 11 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 13 Lini/Bigguyinblack: Hourglass Card 12 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 13 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 15 Harsk/Matsu_Kurisu: Hourglass Card 14 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 15 Harsk/Matsu_Kurisu
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 17 Damiel/tcolmaster01: Hourglass Card 16 Lini/Bigguyinblack
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 18 Harsk/Matsu_Kurisu: Hourglass Card 17 Damiel/tcolmaster01
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 19 Lini/Bigguyinblack: Hourglass Card 18 Harsk/Matsu_Kurisu
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 20 Damiel/tcolmaster01: Hourglass Card 19 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 20 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 21 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 23 Damiel/tcolmaster01: Hourglass Card 22 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 24 Harsk/Matsu_Kurisu: Hourglass Card 23 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys 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 25 Lini/Bigguyinblack: Hourglass Card 24 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 26 Damiel/tcolmaster01: Hourglass Card 25 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 27 Harsk/Matsu_Kurisu: Hourglass Card 26 Damiel/tcolmaster01
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 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #1: 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: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Office Card 1: Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Office Card 2: 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. Office Card 3: 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. Office Card 4: Ring of Evasion
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Arcane Craft 9 When you encounter a bane, recharge to evade it. When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1. Office Card 5: 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. Office Card 6: Righteousness
Inquisitor Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 13 check to recharge it instead. Office Card 7:
Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Location #2: 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: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spider Nest Card 2: Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spider Nest Card 3: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spider Nest Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 5: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
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: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 8: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 9: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 10:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Location #3: 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: Fortune-Teller
Inquisitor Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Twisting Passages Card 2: Wayfinder
Core Item 3 Traits: Magic Object To Acquire: Wisdom Survival 10 Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore. Twisting Passages Card 3: Allying Hand Crossbow +2
Inquisitor Weapon 4 Traits: Magic Bow Piercing Ranged Veteran To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 + 2. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8 plus the recharged weapon's adventure deck number and 1 of its traits. Recharge this card to add 1d6 + 2 to a combat check by another character at your location. Twisting Passages Card 4: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Twisting Passages 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. Twisting Passages Card 6: 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. Twisting Passages Card 7: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Twisting Passages Card 8: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 9: Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Twisting Passages Card 10:
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. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Caves Card 1: Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Caves 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. Caves 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. Caves Card 4: Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Caves Card 5: 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 6: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 7: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 8: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 9: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 10:
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. Location #5: 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: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 2: Wand of Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Pits Card 3: Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Pits Card 4: 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. Pits Card 5: 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. Pits Card 6: 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. Pits Card 7: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 8: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 9: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 10: 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.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 2, Damiel/tcolmaster01
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Dandasuka
CotCT Monster 3 Traits: Outsider Rakshasa To Defeat: Combat 11 Resistant to Attack. Vulnerable to Piercing. Before acting, succeed at a Wisdom, Perception, or Stealth 7 check or suffer 1d4 Combat damage and the scourge Wounded. After the roll, if the check was not blessed, reroll 1 die showing the highest value. Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Spoiler:
Baykok
CotCT Monster 5 Traits: Trigger Undead To Defeat: Combat 21 When examined, suffer 1d6 Force damage. Immune to Mental and Poison. Before acting, if this is your first exploration of your turn, suffer 1d6 Force damage. If undefeated, each local character must succeed at a Wisdom 8 check or suffer the scourge Dazed. Spoiler:
Xenarth
CotCT Monster 4 Traits: Demon Outsider To Defeat: Combat 24 Immune to Electricity and Poison. Before acting, each local character suffers 2 Acid Damage. If undefeated, suffer the scourge Poisoned. Spoiler:
Pixie Gang
Core Monster 2 Traits: Fey Swarm To Defeat: Combat 13 OR Dexterity Acrobatics 10 On the check to defeat, add the number of other local characters. If defeated by at least 4, or undefeated, each local character gives a random card to a random other local character. Barriers Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Spoiler:
Brain Mold
CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Symbol of Fear
CotCT Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 10 If undefeated, each local character suffers the scourge Frightened, then recharge this barrier into its location. Spoiler:
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:
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:
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:
Acidic Bolas
CotCT Weapon 3 Traits: Acid Bludgeoning Chain Magic Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d4 + 1d6; you may remove 1d6 and the Acid trait. You may additionally recharge to add another 1d4. If you fail this check against a non-villain monster, you may reload the monster into its location. If proficient, discard to evade a monster you encounter. Spoiler:
Speed Battleaxe
CotCT Weapon 5 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+3; if proficient, after the roll, you may additionally discard to reroll and add 1d8. Spoiler:
Seeking Longbow
CotCT Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8+2; you may additionally discard to reroll. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Sawtooth Sabre +2
Inquisitor Weapon 4 Traits: Magic Finesse Melee Slashing Sword To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 + 2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5. Spells Spoiler:
Divine Blaze
CotCT Spell 4 Traits: Attack Divine Fire Magic To Acquire: Wisdom Divine 12 For your combat check, banish to use Divine + 3d8; against an Undead bane, add another 1d8. DURING RECOVERY
Spoiler:
Volcanic Storm
Core Spell 3 Traits: Arcane Attack Bludgeoning Divine Fire Magic To Acquire: Intelligence Wisdom Arcane Divine 11 For your combat check, banish to use Arcane or Divine + 3d6. If you would fail this check against a monster you encounter, you may evade it instead. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Divine Fortune
CotCT Spell 3 Traits: Divine Magic To Acquire: Wisdom Divine 11 Display. While displayed: * On local checks, add 1d6. * At the start of your turn, banish. DURING RECOVERY
Spoiler:
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:
Embiggen
CotCT Spell 2 Traits: Arcane Divine Magic Promo To Acquire: IntelligenceWisdomArcaneDivine 8 Freely display next to a local character. While displayed: * Exchange all of that character's dice for dice of these sizes: d4⇒d8, d6⇒d10, d8⇒d12, d10⇒d12, d12⇒d20 (if you have one). * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. When you attempt this check, treat your dice as if you are affected by this spell. Armors Spoiler:
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 Spiked Full Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits. Spoiler:
Lesser Bolstering Armor
Inquisitor Armor 4 Traits: Magic Light Armor To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw 1 card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Items Spoiler:
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:
Horn of Blasting
CotCT Item 2 Traits: Instrument Magic To Acquire: Constitution Fortitude 7 On a local combat check or a local check to defeat a Lock, Obstacle, or Skirmish barrier, discard to add 2d4. If proficient, recharge instead. Spoiler:
Persona Mask
CotCT Item 3 Traits: Accessory Magic To Acquire: Charisma Diplomacy 9 On your Diplomacy check, reveal to add 1d4. Recharge to choose a character from any box and display it. Replace your traits with that character's traits until the end of the turn, then banish that character. Spoiler:
Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
Drums of Panic
CotCT Item 3 Traits: Instrument Magic To Acquire: Constitution Charisma 10 When a local character encounters a monster, display at your location. While displayed: * When a local character encounters a monster, they may recharge every ally in their hand to evade it. If they have no allies, they may recharge a card to evade it. * At the start of your turn, discard this card; if proficient, recharge it instead. Allies Spoiler:
Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Spoiler:
Hellknight of the Nail
CotCT Ally 3 Traits: Hellknight Human To Acquire: Charisma Diplomacy 11 On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Andachi
CotCT Ally 5 Traits: Ghost Undead To Acquire: Charisma Diplomacy 12 OR Bury A Divine Boon 0 Display. While displayed: * On all Intelligence, Wisdom, and Knowledge checks, 1 local character may recharge a card to bless. * At the end of the turn, banish. Bury to explore; you may bury a Divine boon to reload instead. Spoiler:
Riding Allosaurus
Core Ally 2 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 14 Recharge to move. You may not use this power during an encounter. On a local combat check, recharge to add 1d6. Discard to explore. This exploration, on your first combat check, add 1d6. Spoiler:
Acadamae Scholar
CotCT Ally 3 Traits: Human Wizard To Acquire: Intelligence Arcane 10 OR Charisma Diplomacy 14 At the start of your turn, reveal to heal the ally Acadamae Student. On your Arcane check or your check against an Outsider card, reveal to add 1. Discard to explore. This exploration, on your Arcane checks and your checks against Outsider cards, add 1d4. Blessings Spoiler:
The Wind and the Waves
Core Blessing 3 Traits: Deity: Gozreh Divine When this is the hour: At the start of the turn, any character may recharge a card to move. To Acquire: Wisdom Divine Survival 8 On a local check, discard to bless. After the roll, if it is a check to close or to guard, the character may reroll. Discard to let a local character move, then you may explore. Spoiler:
The Big Sky
CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: At the start of your turn, you may remove 1 of your scourges. To Acquire: Strength Stealth 4+# On a local character's check against a bane, discard to bless and they may remove 1 of their scourges. Discard to explore, or to move then explore. Spoiler:
Torag's Power
Core Blessing 1 Traits: Deity: Torag Divine Veteran When this is the hour: When you would discard a boon to bless a Strength or Constitution check, you may recharge it instead. To Acquire: Strength Divine 4+# On any check, discard to bless. On a Strength or Constitution check, freely discard to bless. Discard to explore. Spoiler:
The 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 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. Current Hour: Blessing of Pharasma:
Blessing of Pharasma
Inquisitor Blessing 4 Traits: Divine Divine Divine Pharasma Pharasma Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check if a spell was played during that check. Discard this card to explore your location. After playing this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/Matsu_Kurisu: Spoiler: Hourglass Card 2 Lini/Bigguyinblack: Hourglass Card 1 Harsk/Matsu_Kurisu
Blessing of the Lady of Graves Inquisitor Blessing 5 Traits: Divine Divine Pharasma Pharasma Undead Undead To Acquire: Divine 10 On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Discard this card to add 2 dice to any check that invokes the Undead trait. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 3 Damiel/tcolmaster01: Hourglass Card 2 Lini/Bigguyinblack
The Worldbreaker Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 4 Harsk/Matsu_Kurisu: Hourglass Card 3 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 4 Harsk/Matsu_Kurisu
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 6 Damiel/tcolmaster01: Hourglass Card 5 Lini/Bigguyinblack
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 7 Harsk/Matsu_Kurisu: Hourglass Card 6 Damiel/tcolmaster01
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 8 Lini/Bigguyinblack: Hourglass Card 7 Harsk/Matsu_Kurisu
Iomedae's Justice Core Blessing 1 Traits: Deity: Iomedae Divine Veteran When this is the hour: On your check against an Outsider card, add 1d4. To Acquire: Charisma Diplomacy Divine 4+# On another character's check to defeat, discard to add 1d12; the check counts as blessed. Discard to explore. This exploration, on your checks against Outsider cards, add 1d4. Spoiler: Hourglass Card 9 Damiel/tcolmaster01: Hourglass Card 8 Lini/Bigguyinblack
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 10 Harsk/Matsu_Kurisu: Hourglass Card 9 Damiel/tcolmaster01
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 11 Lini/Bigguyinblack: Hourglass Card 10 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 11 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 13 Harsk/Matsu_Kurisu: Hourglass Card 12 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 14 Lini/Bigguyinblack: Hourglass Card 13 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 14 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 16 Harsk/Matsu_Kurisu: Hourglass Card 15 Damiel/tcolmaster01
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 17 Lini/Bigguyinblack: Hourglass Card 16 Harsk/Matsu_Kurisu
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 18 Damiel/tcolmaster01: Hourglass Card 17 Lini/Bigguyinblack
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 19 Harsk/Matsu_Kurisu: Hourglass Card 18 Damiel/tcolmaster01
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 20 Lini/Bigguyinblack: Hourglass Card 19 Harsk/Matsu_Kurisu
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 21 Damiel/tcolmaster01: Hourglass Card 20 Lini/Bigguyinblack
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 22 Harsk/Matsu_Kurisu: Hourglass Card 21 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 22 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 24 Damiel/tcolmaster01: Hourglass Card 23 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 25 Harsk/Matsu_Kurisu: Hourglass Card 24 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 26 Lini/Bigguyinblack: Hourglass Card 25 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 27 Damiel/tcolmaster01: Hourglass Card 26 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 28 Harsk/Matsu_Kurisu: Hourglass Card 27 Damiel/tcolmaster01
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 28 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #1: Office Urban At This Location: When you would reveal, reload, or recharge an Animal ally, discard it instead. When Closing: Succeed at a Charisma, Diplomacy, or Fortitude 5+# check. When Permanently Closed: You may recharge any number of cards. M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Office Card 1: Trapped Chest
Core Barrier 1 Traits: Cache Lock Trap Veteran To Defeat: Strength Melee 11+# OR Disable 7+# If undefeated, suffer 1d4 Acid damage and the scourge Dazed. If defeated, summon and encounter a weapon, a spell, an armor, or an item. Office Card 2: 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. Office Card 3: Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Office Card 4: 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. Office Card 5: 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. Office Card 6: Ring of Evasion
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Arcane Craft 9 When you encounter a bane, recharge to evade it. When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1. Office 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. Office Card 8: Righteousness
Inquisitor Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 13 check to recharge it instead. Office Card 9:
Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Location #2: 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: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spider Nest Card 2: Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spider Nest Card 3: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spider Nest Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 5: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
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: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 8: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 9: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 10:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Location #3: 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: Fortune-Teller
Inquisitor Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Twisting Passages Card 2: Wayfinder
Core Item 3 Traits: Magic Object To Acquire: Wisdom Survival 10 Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore. Twisting Passages Card 3: Allying Hand Crossbow +2
Inquisitor Weapon 4 Traits: Magic Bow Piercing Ranged Veteran To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 + 2. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8 plus the recharged weapon's adventure deck number and 1 of its traits. Recharge this card to add 1d6 + 2 to a combat check by another character at your location. Twisting Passages Card 4: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Twisting Passages 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. Twisting Passages Card 6: 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. Twisting Passages Card 7: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Twisting Passages Card 8: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 9: Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Twisting Passages Card 10:
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. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Caves Card 1: Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Caves 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. Caves 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. Caves Card 4: Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Caves Card 5: 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 6: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 7: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 8: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 9: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 10:
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. Location #5: 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: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 2: Wand of Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Pits Card 3: Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Pits Card 4: 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. Pits Card 5: 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. Pits Card 6: 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. Pits Card 7: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 8: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 9: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 10: 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.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 1, Lini/Bigguyinblack
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Orc Rager
CotCT Monster 2 Traits: Barbarian Orc Veteran To Defeat: Combat 10+## Before acting, suffer 1d4 Combat damage. Spoiler:
Barghest
CotCT Monster 2 Traits: Outsider To Defeat: Combat 13 If this monster would be defeated, roll 1d4. On a 1, it is evaded, and a random local character encounters it. Spoiler:
Minotaur
Core Monster 2 Traits: Minotaur To Defeat: Combat 15 OR Fortitude 8 If this is your first exploration of your turn, before acting, either bury an armor or suffer 1d4+1 Combat damage. 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:
Landshark
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 21 When examined, encounter this monster. Cannot be evaded. If undefeated, recharge this monster into its location. Barriers Spoiler:
Locked Door
Core Barrier 1 Traits: Lock Obstacle Veteran To Defeat: Strength Melee 10+# OR Disable 6+# On the check to defeat, you may recharge an Axe or Bludgeoning weapon to add 1d8. If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location. If defeated, remove the scourge Entangled from this location; you may explore. Spoiler:
Assassination Squad
CotCT Barrier 3 Traits: Skirmish Trigger To Defeat: None 0 When examined, you may move to this location and encounter this barrier. When you encounter this barrier, each local character suffers 1 Fire damage then summons and encounters the story bane Red Mantis Assassin, then banish this barrier; it is defeated. Spoiler:
Red Mantis Ambush
CotCT Barrier 4 Traits: Red Mantis Skirmish To Defeat: None 0 Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle. Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated. Spoiler:
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:
Warning Bells
CotCT Barrier 5 Traits: Curse Trigger To Defeat: Constitution Fortitude 13 OR Intelligence Perception 15 When examined or if undefeated, each local character suffers 1d4 Mental damage that cannot be reduced and the scourge Dazed. If defeated, examine your location until you find a Curse or Undead card. Shuffle the rest of the location, then reload or recharge the card into the location. Weapons Spoiler:
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:
Deathbane Throwing Axe
CotCT Weapon 5 Traits: Axe Magic Melee Ranged Slashing To Acquire: Strength Dexterity Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+3; against an Undead bane, add another 1d8. If proficient, on a local combat check, freely discard to add 1d6+1, or 2d6+2 against an Undead bane. You may use this power even if you have previously revealed this card on this check. Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Giantbane Greataxe
Core Weapon 1 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d12+1; against a Giant bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Quarterstaff of Vaulting
Core Weapon 1 Traits: 2-Handed Bludgeoning Magic Melee Staff To Acquire: Strength Melee 8 OR Acrobatics 6 For your combat check or your non-combat Acrobatics check, reveal to use Strength, Acrobatics, or Melee + 1d6+1; you may additionally discard to add another 1d6. Recharge to evade an Obstacle or Trap barrier you encounter. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Aspect of the Monkey
Core Spell 2 Traits: Divine Magic Animal To Acquire: Wisdom Divine 7 Display. While displayed: * On your Dexterity and Charisma checks, add 1d6. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead. Spoiler:
Poison Blast
CotCT Spell 3 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 12 For your combat check, banish to use Arcane + 2d12. On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits. DURING RECOVERY
Spoiler:
Shield of Faith
Inquisitor Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 9 Display this card next to a character's deck. While displayed, when that character is dealt Combat damage, either you or that character may reveal a blessing to reduce that damage by 4. At the end of your turn, if you do not have the Divine trait, banish this card; otherwise, discard this card, or you may attempt a Divine 11 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:
Death's Touch
CotCT Spell 4 Traits: Arcane Attack Divine Magic Undead To Acquire: Intelligence Arcane 11 OR Wisdom Divine 13 For your combat check against a monster, banish to use Arcane or Divine + 3d6+3. If the monster is not a villain, and its level is 3 or lower, and it would be undefeated, it is defeated instead. DURING RECOVERY
Armors Spoiler:
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:
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:
Magic Spiked Full Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Angelic Armor
CotCT Armor 5 Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Items Spoiler:
Wand of Flame
Core Item 2 Traits: Arcane Attack Divine Fire Magic Veteran Wand To Acquire: Intelligence Arcane 9 OR Wisdom Divine 11 For your combat check, bury or banish to roll 3d6+#; you may additionally discard a spell to add your Arcane or Divine skill. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 11 or Divine 13 check to recharge it instead. Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Spoiler:
Twitch Tonic
CotCT Item 2 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 10 Discard to explore. Banish to heal a local character 1d4+1 allies. DURING RECOVERY
Spoiler:
Scabbard of Keen Edges
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Craft 12 On your Piercing or Slashing combat check, freely discard to add 2d4. If any die rolled on this check shows 4, count it as a 6. If you reload, recharge, or discard a weapon on the check, you may recharge this card instead of discarding it. Spoiler:
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:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
Raccoon
Core Ally 3 Traits: Animal To Acquire: Wisdom Survival 12 On a local Dexterity non-combat or Disable check, recharge to add 1d8. Discard to explore. If you encounter a barrier, you may evade it and explore. Spoiler:
Hellknight of the Nail
CotCT Ally 3 Traits: Hellknight Human To Acquire: Charisma Diplomacy 11 On a local combat check against a non-villain bane, recharge to add 1d8. If the bane would be shuffled into its location, it may be reloaded into its location instead. Discard to explore. This exploration, when you suffer damage, reduce it by 2. Spoiler:
Riding Allosaurus
Core Ally 2 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 14 Recharge to move. You may not use this power during an encounter. On a local combat check, recharge to add 1d6. Discard to explore. This exploration, on your first combat check, add 1d6. Spoiler:
Ruan Mirukova
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 12 On a local check, recharge to add 1d4 and the Magic trait. If the character succeeds, they may heal a card. Discard to explore; you may first heal a card. Blessings Spoiler:
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:
Blessing of Shelyn
Inquisitor Blessing 5 Traits: Divine Divine Shelyn Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Wisdom check. Discard this card to explore your location. After playing this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. 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:
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:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Hour Power: When you would discard an ally, recharge it instead. Current Hour: The Publican:
The Publican
CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would discard an ally, recharge it instead. To Acquire: Wisdom Diplomacy 4+# On any check, discard to bless. On a check by a character at an Urban location, discard to bless twice. Discard to explore. This exploration, if you are at an Urban location, local checks are blessed. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/tcolmaster01: Spoiler: Hourglass Card 2 Harsk/Matsu_Kurisu: Hourglass Card 1 Damiel/tcolmaster01
Blessing of Pharasma Inquisitor Blessing 4 Traits: Divine Divine Divine Pharasma Pharasma Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check if a spell was played during that check. Discard this card to explore your location. After playing this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Lini/Bigguyinblack: Hourglass Card 2 Harsk/Matsu_Kurisu
Blessing of the Lady of Graves Inquisitor Blessing 5 Traits: Divine Divine Pharasma Pharasma Undead Undead To Acquire: Divine 10 On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Discard this card to add 2 dice to any check that invokes the Undead trait. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 4 Damiel/tcolmaster01: Hourglass Card 3 Lini/Bigguyinblack
The Worldbreaker Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 5 Harsk/Matsu_Kurisu: Hourglass Card 4 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 5 Harsk/Matsu_Kurisu
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 7 Damiel/tcolmaster01: Hourglass Card 6 Lini/Bigguyinblack
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 8 Harsk/Matsu_Kurisu: Hourglass Card 7 Damiel/tcolmaster01
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 9 Lini/Bigguyinblack: Hourglass Card 8 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 9 Lini/Bigguyinblack
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 11 Harsk/Matsu_Kurisu: Hourglass Card 10 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 11 Harsk/Matsu_Kurisu
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 13 Damiel/tcolmaster01: Hourglass Card 12 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 14 Harsk/Matsu_Kurisu: Hourglass Card 13 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 15 Lini/Bigguyinblack: Hourglass Card 14 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 15 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 17 Harsk/Matsu_Kurisu: Hourglass Card 16 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 17 Harsk/Matsu_Kurisu
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 19 Damiel/tcolmaster01: Hourglass Card 18 Lini/Bigguyinblack
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 20 Harsk/Matsu_Kurisu: Hourglass Card 19 Damiel/tcolmaster01
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 21 Lini/Bigguyinblack: Hourglass Card 20 Harsk/Matsu_Kurisu
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 22 Damiel/tcolmaster01: Hourglass Card 21 Lini/Bigguyinblack
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 23 Harsk/Matsu_Kurisu: Hourglass Card 22 Damiel/tcolmaster01
Orison Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 2 On a local check, discard to bless. If the hour's level is 0, you may recharge instead. Discard to explore. Spoiler: Hourglass Card 24 Lini/Bigguyinblack: Hourglass Card 23 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 25 Damiel/tcolmaster01: Hourglass Card 24 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 26 Harsk/Matsu_Kurisu: Hourglass Card 25 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check against a barrier, the difficulty is increased by 3. To Acquire: Dexterity Disable 4+# On your check, freely discard to use your Dexterity die instead of the normal die. Discard to remove up to 2 of your scourges. Discard to explore. Spoiler: Hourglass Card 27 Lini/Bigguyinblack: Hourglass Card 26 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 28 Damiel/tcolmaster01: Hourglass Card 27 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 29 Harsk/Matsu_Kurisu: Hourglass Card 28 Damiel/tcolmaster01
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 29 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Base Card 1: Boors
YoRR Supporter 2 Traits: Human Ranger Display. While displayed: • You may bury to examine the top card of up to 3 locations. • [] You may bury to draw a new Melee weapon and a new Ranged weapon, then banish 1 of them. Look out there. Give your eyes some time to adjust and look at the horizon. Base Card 2: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 3: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 4: Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Base Card 5: Ketrik
YoRR Supporter 2 Traits: Human Fighter Veteran Display. While displayed: • On any combat check, you may bury to add 1d4+#. You may also add the Fire trait. • [] You may bury to draw 3 new armors, then banish 2 of them. If we move now, we might be able to get to them before their army can get to us. Base Card 6:
Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Location #1: 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: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Office Card 1: Kazavon's Iron Golem
CotCT Monster 5 Traits: Construct Golem Veteran To Defeat: Combat 19+# Immune to Attack, Mental, and Poison. If undefeated, each local character suffers 1d4 Poison damage. Office 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. Office 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. Office Card 4: 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. Office Card 5: 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. Office Card 6: 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. Office Card 7: Banudor
CotCT Weapon 5 Traits: Bludgeoning Fire Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 2d8; you may remove 1d8 and the Fire trait. If proficient, against a monster, you may additionally reload to ignore its after acting powers. On a local Craft or Disable check, reload to add 1d8. Office Card 8: Jasan Adriel
CotCT Ally 4 Traits: Human Spy To Acquire: Charisma Diplomacy 11 OR Knowledge 10 On a local Charisma or Knowledge non-combat check, recharge to add 1d6. Discard to examine the top card of your location, then you may explore. This exploration, when you would encounter a story bane, another local character may encounter it instead. Office Card 9: Righteousness
Inquisitor Spell 5 Traits: Magic Divine To Acquire: Wisdom Divine 11 Display this card. While displayed, add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 13 check to recharge it instead. Office 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. Office Card 11:
Ring of Evasion
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Arcane Craft 9 When you encounter a bane, recharge to evade it. When you suffer damage from a bane's before acting or after acting power, reveal to reduce it by 1. Location #2: 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: Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spider Nest Card 2: Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spider Nest Card 3: Ogre
Core Monster 0 Traits: Giant Ogre Veteran To Defeat: Combat 12+## Before acting, each local character suffers 1 Combat damage. Spider Nest Card 4: Mammoth
CotCT Monster 3 Traits: Animal To Defeat: Combat 18 OR Survival 9 Before acting, each local character suffers 1 Combat damage. Spider Nest Card 5: Wand of Restorative Touch
CotCT Item 4 Traits: Divine Healing Magic Wand To Acquire: Wisdom Divine 10 Bury or banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from that character. DURING RECOVERY
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: Emperor Cobra
CotCT Monster 3 Traits: Animal To Defeat: Combat 13 Vulnerable to Cold. After acting, succeed at a Constitution or Fortitude 9 check or suffer 1d4 Poison damage and the scourge Poisoned. Spider Nest Card 8: Guardian Zombie
CotCT Monster 2 Traits: Undead Zombie Veteran To Defeat: Combat 11+## Immune to Cold, Electricity, Mental and Poison. If undefeated, suffer the scourge Plagued. Spider Nest Card 9: Dream Spider
CotCT Ally 3 Traits: Vermin To Acquire: Wisdom Survival 10 OR Craft 11 On a local combat or Charisma check, discard to add up to 4 d4s and the Poison trait. After the roll, suffer the scourge Poisoned and 1 Poison damage for each die showing 1. Discard to explore. This exploration, on your combat and Charisma checks, you may add 1d6 and the Mental trait. Spider Nest Card 10:
Mist Horror
CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Location #3: 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: Fortune-Teller
Inquisitor Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Twisting Passages Card 2: Wayfinder
Core Item 3 Traits: Magic Object To Acquire: Wisdom Survival 10 Recharge to move, then you may examine the top 2 cards of your location. You may not use this power during an encounter. Discard to examine the top card of your location, then you may shuffle the location, then you may explore. Twisting Passages Card 3: Allying Hand Crossbow +2
Inquisitor Weapon 4 Traits: Magic Bow Piercing Ranged Veteran To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6 + 2. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8 plus the recharged weapon's adventure deck number and 1 of its traits. Recharge this card to add 1d6 + 2 to a combat check by another character at your location. Twisting Passages Card 4: Dybbuk
CotCT Monster 5 Traits: Incorporeal Undead To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Attack. If the check to defeat does not have the Magic trait, this monster is undefeated. When you discard cards as damage, choose them randomly. Twisting Passages 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. Twisting Passages Card 6: 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. Twisting Passages Card 7: Thunderstorm
Core Barrier 2 Traits: Obstacle Weather To Defeat: None 0 Display this barrier at your location. While displayed: * When you start your turn at this location, roll 1d4. On a 1, suffer 1d6 Electricity damage then banish this barrier. On any other result, display this barrier next to a random location. Twisting Passages Card 8: Henchman Proxy A1
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Twisting Passages Card 9: Curse of the Worm
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Knowledge 14 OR Wisdom Divine 12 If undefeated, display this barrier. While displayed: * At the start of your turn, recharge a Sword boon and suffer the scourges Dazed and Entangled. * When a power would remove 1 of your scourges, you may instead banish this barrier. Twisting Passages Card 10:
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. Location #4: Caves Underground Wild At This Location: When you fail a check to defeat a bane, suffer the scourge Dazed. When Closing: Summon and defeat the danger. When Permanently Closed: No effect. M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Caves Card 1: Basilisk
CotCT Monster 2 Traits: Animal To Defeat: Combat 12 Before acting, each local character must succeed at a Constitution or Fortitude 8 check or suffer the scourges Entangled and Exhausted. Caves 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. Caves 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. Caves Card 4: Death's Breath Door
CotCT Barrier 2 Traits: Lock Trap To Defeat: Strength Dexterity Disable Divine 10 If undefeated, mark this barrier's location with the scourge Poisoned and each local character must succeed at a Dexterity or Acrobatics 7 check or suffer 1d4+1 Combat damage. Caves Card 5: 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 6: Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Caves Card 7: Gray Maiden Plate
CotCT Armor 2 Traits: Gray Maiden Heavy Armor To Acquire: Constitution Fortitude 11 Display. While displayed: * If the scenario includes the location Base, on your Diplomacy check against a story bane monster, add 1. * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Caves Card 8: Ambrosia
Core Item 3 Traits: Alchemical Liquid Healing To Acquire: IntelligenceCraft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Caves Card 9: Gargoyle
Core Monster 2 Traits: Gargoyle To Defeat: Combat 15 Vulnerable to Magic. If evaded or undefeated, reload this monster into its location. Caves Card 10:
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. Location #5: 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: Henchman Proxy A2
Core Henchman 0 Type: Proxy Traits: To Defeat: None None This card is a proxy for a henchman. Please refer to the scenario text for the Proxy A definition. Pits Card 2: Wand of Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Pits Card 3: Cryptic Message
Core Barrier 2 Traits: Cache To Defeat: Intelligence Knowledge 10 If undefeated, you may banish this barrier. If defeated, you may examine the top 2 cards of your location and return them in any order. Pits Card 4: 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. Pits Card 5: 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. Pits Card 6: 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. Pits Card 7: Vampiric Mist
CotCT Monster 2 Traits: Aberration To Defeat: Combat 12 Vulnerable to Fire. Before acting, you may bury an ally. If you do, the difficulty to defeat is increased by 1d8. If you do not, discard the top 1d4 cards of your deck. If undefeated, suffer the scourge Wounded. Pits Card 8: Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Pits Card 9: Steal Soul
CotCT Spell 5 Traits: Arcane Magic Divine To Acquire: IntelligenceArcane 12 OR WisdomDivine 10 When a local character defeats a monster that is not immune to Attack, display. While displayed: * On your checks, add 1d4. * At the end of the scenario, banish; if proficient, discard instead. Pits Card 10: 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.
During This Adventure: RULES: TRADERS:
In Season of Plundered Tombs, traders work differently than in Mummy’s Mask, in the following ways. • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet. • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet. • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others. • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck. For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck. After you begin In Search of a Sage, when you would banish a
The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced
During This Scenario: Additional Rules: When a character temporarily closes a location, that character is
When a non-villain monster that has the Gnoll trait is defeated
Scenario Level (#): 1 Turn: 0
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Sand Creeper
MM Monster B Traits: Trigger Elemental Outsider Basic To Defeat: Combat 9 When you examine this card, succeed at a Perception 8 check or encounter this card. The Sand Creeper is immune to the Piercing and Slashing traits. Before you act, recharge any cards that have the Electricity trait. Spoiler:
Shasalqu
MM Monster 1 Traits: Animal Cold Elite To Defeat: Combat 9 The Shasalqu is immune to the Cold and Fire traits. Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards. If the result of the check to defeat is greater than 15, after you act, each character at your location is dealt 1 Cold damage. Spoiler:
Ubashki Swarm
MM Monster 1 Traits: Trigger Undead Mummy Swarm To Defeat: Combat 8 THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm. The Ubashki Swarm is immune to the Mental and Poison traits. If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card. Spoiler:
Crystal Stalker
MM Monster 1 Traits: Trigger Elemental Outsider Elite To Defeat: Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it. If the check to defeat has the Acid trait, add 3. Spoiler:
Guardian Scroll
MM Monster 1 Traits: Construct Elite To Defeat: Stealth 8 OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die. Barriers Spoiler:
Dry Quicksand
MM Barrier C Traits: Trap Elite To Defeat: Dexterity Acrobatics Wisdom Survival 9 If undefeated, display this card next to your location and shuffle your token card into your location deck. When your token is returned to the location, banish this card. Spoiler:
The First Law
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Spoiler:
Echoes of Confusion
MM Barrier 1 Traits: Trigger Curse Undead Elite To Defeat: Stealth Perception Charisma Diplomacy 8 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card. Spoiler:
The Second Law
MM Barrier 1 Traits: Trigger Curse Law Elite To Defeat: None None When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a character succeeds at a check to defeat a barrier, roll 1d6; if the difficulty of the check was exceeded by that amount or more, each character at that character's location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card. Weapons Spoiler:
Torch
MM Weapon C Traits: Club Melee Bludgeoning Fire Basic To Acquire: Strength Intelligence Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4. Bury this card to explore your location. Spoiler:
Shock Glaive +1
MM Weapon 1 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Icy Longspear +1
MM Weapon C Traits: Spear Melee Piercing 2-Handed Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait. If you fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Torch
MM Weapon B Traits: Club Melee Bludgeoning Fire Basic To Acquire: Strength Intelligence Wisdom 4 For your combat check, reveal this card to use your Strength or Melee skill + 1; you may additionally discard this card to add another 2d4. Bury this card to explore your location. Spoiler:
Blowgun
MM Weapon B Traits: Blowgun Dart Ranged Piercing Poison Basic To Acquire: Dexterity Ranged Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6. On your combat check, if you played another weapon that has the Ranged trait, discard this card to add 1d4 and the Poison trait. Spells Spoiler:
Cure
MM Spell C Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Stone Skin
MM Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 7 Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead. Spoiler:
Remove Curse
MM Spell C Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it. Spoiler:
Elemental Treaty
MM Spell B Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane Wisdom Divine 4 Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead. Spoiler:
Unshakable Chill
MM Spell B Traits: Magic Arcane Divine Attack Cold Basic To Acquire: Intelligence Arcane Wisdom Divine 6 For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Shield of Fire Resistance
MM Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Armored Kilt
MM Armor B Traits: Clothing Light Armor Basic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card instead of recharging it. Spoiler:
Crocodile Skin Lamellar
MM Armor B Traits: Light Armor Elite To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
Vented Plate Mail
MM Armor C Traits: Heavy Armor Elite To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Spoiler:
Filter Hood
MM Armor B Traits: Accessory Light Armor Elite To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1. If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge it instead. Items Spoiler:
Magnifying Glass
MM Item B Traits: Tool Basic To Acquire: Intelligence Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon. Recharge this card to examine the top card of your deck, then you may shuffle your deck. Spoiler:
Brilliance of Ra
MM Item B Traits: Trigger Object Magic Ra To Acquire: Strength Knowledge Divine 5 When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card. Recharge this card to add 1 die to your Strength non-combat check. Recharge this card to add 1 die to your check against a bane that invokes the Fire trait. Recharge this card to add the Fire trait to your check. Spoiler:
Ghost Battling Ring
MM Item B Traits: Accessory Magic Pharasma Veteran To Acquire: Arcane Divine Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead. Spoiler:
Flame Staff
MM Item B Traits: Staff Attack Fire Magic Basic To Acquire: Arcane Divine 4 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell. Spoiler:
Flash Freeze
MM Item B Traits: Liquid Cold Alchemical Basic To Acquire: Intelligence Craft 5 Banish this card to add 1d12 and the Cold trait to a check that invokes the Construct or Fire trait by a character at your location. Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check. Allies Spoiler:
Stained Glass Elemental
MM Ally B Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If the check is against a bane, and your roll exceeds the difficulty by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add 1 plus the scenario's adventure deck number to the result of your check. Spoiler:
Aunty
MM Ally C Traits: Human Cleric To Acquire: Divine Charisma Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait. Discard this card to examine the top 3 cards of your location deck. Then you may explore your location. Spoiler:
Fire Gecko
MM Ally C Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage. Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration. Spoiler:
Dhabba
MM Ally B Traits: Animal Poison Basic To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check. Discard this card to explore your location. Spoiler:
Dredge
MM Ally B Traits: Halfling Rogue Aspis To Acquire: Charisma Diplomacy 8 When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Blessings Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Location #1: Brickworks
Location #2: Sulfur Pits
Location #3: Volcanic Vents
Location #4: Shifting Dunes
Location #5: Tarworks
Location #6: Windswept Chasm
Location #7: Howling Sands
3-1A: AMBUSH AT BURNING CAPE
SERPENTS IN THE DEEP
SEASON OF PLUNDERED TOMBS Catastrophe struck the world 10,000 years ago, and mighty
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 5—Echoes of Death
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
All characters start at the Office. At the start of your turn, examine the top card of your location. If it is a bane encounter it and you may not evade your encounter. If it is a boon, you may recharge it into its location. Characters may not move from the Office until it is closed, then must all move to the Twisting Passages. Villain: None
Evidence- Proxy A
Evidence:
Story Bane Type: Barrier Traits: Task Trigger Veteran To Defeat: Intelligence Wisdom Knowledge Perception 10+# When examined, encounter this barrier; add 1d8 to your check to defeat. If defeated, display this barrier next to the scenario. Scenario Level (#): 5 Turn: 0, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Diseased Rats
CotCT Monster 2 Traits: Animal Swarm To Defeat: Combat 13 OR Stealth Survival 9 Vulnerable to Attack. If defeated by less than 4, or undefeated, suffer the scourge Plagued and shuffle this monster into its location. Spoiler:
Corpse Lotus
CotCT Monster 5 Traits: Plant Veteran To Defeat: Combat 22 Immune to Mental and Poison. Resistant to Acid and Electricity. If you are at a Wild location, the difficulty to defeat is increased by #. If undefeated, each local character suffers the scourge Entangled. Spoiler:
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:
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:
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:
Guardian Door
Core Barrier 2 Traits: Obstacle Task To Defeat: Intelligence Diplomacy Disable Stealth 8 If undefeated, reload this barrier into its location, then summon and encounter a monster. Spoiler:
Obsession of Servitude
CotCT Barrier 5 Traits: Curse Task To Defeat: Intelligence Perception 13 OR Wisdom 11 If undefeated, display this barrier. While displayed: * At the start of your turn, move to a random location. * Evade boons you encounter. * You may not play boons except during encounters with banes. * When a power would remove 1 of your scourges, you may instead banish this barrier. Spoiler:
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:
Captive Horror
CotCT Barrier 2 Traits: Lock Trigger To Defeat: Wisdom Disable Stealth 9 When examined, encounter this barrier. If undefeated, summon 3 new monsters; encounter 1 of the highest level and banish the others. Spoiler:
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. Weapons Spoiler:
Cleaving Battleaxe
CotCT Weapon 2 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 10 For your combat check, reveal to use Strength or Melee + 1d8+1; if proficient, you may additionally discard to add another 1d8. After the encounter, if you discarded this card for its power and defeated a monster, you may examine the top card of your location; if it is a monster, you may encounter it. Spoiler:
Dancing Scimitar +2
Inquisitor Weapon 5 Traits: Magic Finesse Melee Slashing Sword To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 + 2; you may additionally recharge this card to add another 1d6 + 2. If you aren't proficient with weapons, the difficulty of this check is increased by 4. When playing another weapon, you may discard this card to add 1d6 + 2 to your combat check. Spoiler:
Dragonbane Greatsword
CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Vindicator
CotCT Weapon 4 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d10+1; against a Human bane, add another 1d8. On a distant character's combat check, freely reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spells Spoiler:
Breath of Life
CotCT Spell 5 Traits: Divine Magic Healing To Acquire: WisdomDivine 13 Banish this card to choose a character. If that character is not dead, they heal 1d4+1 cards. If that character is dead, they return from death; they heal 10 cards from their bury pile and reset. DURING RECOVERY
Spoiler:
Instrument of Agony
CotCT Spell 4 Traits: Divine Magic Veteran To Acquire: Wisdom Divine 10 Display next to a character. While displayed: * On this character's combat checks, they may discard a card to add 1d8+# and the Magic trait; against a Human bane, add another 1d8. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
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:
Good Omen
Core Spell 1 Traits: Arcane Divine Magic Mental Veteran To Acquire: Intelligence Wisdom Arcane Divine 6 On any check to acquire, to close, or to guard, banish to add 1d6+#. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 8 check to recharge it instead. Spoiler:
Ice Strike
CotCT Spell 3 Traits: Arcane Attack Cold Divine Magic Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 For your combat check, banish to use Arcane or Divine + 3d6. If the check is against a bane, reduce its damage by # until the end of the turn. DURING RECOVERY
Armors Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
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 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:
Shoanti Barbarian Hide
CotCT Armor 4 Traits: Light Armor Respect To Acquire: ConstitutionFortitudeSurvival 12 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, after the roll, you may recharge to add your Survival. Spoiler:
Magic Full Plate
Core Armor 2 Traits: Heavy Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0. You may succeed at a Fortitude 6 check to recharge instead. Items Spoiler:
Bottled Lightning
CotCT Item 4 Traits: Alchemical Attack Electricity Liquid Ranged To Acquire: Intelligence Craft 12 For your combat check, banish to use Craft, Dexterity, or Ranged +3d8. During a local encounter with a non-story bane monster, banish to ignore its before acting powers. DURING RECOVERY
Spoiler:
Brooch of Protection
CotCT Item 5 Traits: Accessory Magic To Acquire: Intelligence Arcane Fortitude 10 Display. While displayed: * When you suffer Combat or Force damage, reduce it by 1. * When a local character suffers Combat or Force damage, you may place a marker on this card to reduce it by 5. * When this card has 6 markers, bury it. Spoiler:
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:
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:
Whisper of the First Lie
CotCT Item 5 Traits: Accessory Magic To Acquire: Charisma Diplomacy 14 On a local Diplomacy check, freely recharge to add your Diplomacy. On a local Diplomacy check, freely discard to reroll any number of dice. When a local character would reload, recharge, or shuffle a card into their deck, or draw a card from their deck, discard to let them do so using your deck instead. Allies Spoiler:
Djinn
Core Ally 3 Traits: Genie Outsider To Acquire: Charisma Diplomacy Knowledge 12 Recharge to draw a card, then shuffle your deck. Discard to examine the top card of your location; if it is a boon, you may encounter it. Then explore. Spoiler:
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:
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:
Sergeant-at-arms
CotCT Ally 2 Traits: Human Soldier To Acquire: Charisma Diplomacy Knowledge 10 On a local check against a bane or an ally, recharge to add 1d6. Discard to explore. This exploration, on your checks against banes and allies, add 1d4. Spoiler:
Eries Yelloweyes
CotCT Ally 2 Traits: Hireling Lycanthrope To Acquire: Wisdom Survival 8 OR Charisma Diplomacy 10 On a local Dexterity check or a local check before acting, recharge to add 1d6. Discard to explore. This exploration, you cannot suffer scourges. Blessings Spoiler:
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 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:
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 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. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
Blessing of Pharasma Inquisitor Blessing 4 Traits: Divine Divine Divine Pharasma Pharasma Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check if a spell was played during that check. Discard this card to explore your location. After playing this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
Blessing of the Lady of Graves Inquisitor Blessing 5 Traits: Divine Divine Pharasma Pharasma Undead Undead To Acquire: Divine 10 On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Discard this card to add 2 dice to any check that invokes the Undead trait. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 5 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
The Worldbreaker Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
Urgathoa's Gluttony Core Blessing 2 Traits: Deity: Urgathoa Divine Veteran When this is the hour: On your check to acquire a boon, add 1d6; if you succeed, bury the boon. To Acquire: Constitution Divine Fortitude 5+# On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
Asmodeus's Tyranny Core Blessing 2 Traits: Deity: Asmodeus Divine Veteran When this is the hour: When you fail a check, you may bury your hand and discards to reroll. To Acquire: Charisma Diplomacy Divine 5+# On any check, recharge to bless. If the character fails the check, a random character buries a card. Discard to explore. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
The Trumpet CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Spoiler: Hourglass Card 10 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
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 11 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
Rovagug's Destruction Core Blessing 2 Traits: Deity: Rovagug Divine Veteran When this is the hour: On your check, you may banish a random blessing from your discards to bless. To Acquire: Banish A Boon None OR Bury A Boon Whose Level Is Equal To # None On your check, recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler: Hourglass Card 12 Harsk/Matsu_Kurisu: Hourglass Card 11 Damiel/tcolmaster01
Calistria's Sting Core Blessing 1 Traits: Deity: Calistria Divine Veteran When this is the hour: You may avenge by discarding a card. To Acquire: Charisma Divine 4+# On any check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 13 Lini/Bigguyinblack: Hourglass Card 12 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 13 Lini/Bigguyinblack
The Rakshasa CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your Charisma check, you may use your Intelligence die instead of the normal die. To Acquire: Intelligence Arcane 4+# On your Magic check, recharge to bless. On your Magic Mental check, recharge to bless twice. Discard to explore. Spoiler: Hourglass Card 15 Harsk/Matsu_Kurisu: Hourglass Card 14 Damiel/tcolmaster01
The Uprising CotCT Blessing 1 Traits: Harrow Suit: Hammers Veteran When this is the hour: Your non-combat check against a bane is blessed. To Acquire: Strength Diplomacy 4+# On any check, discard to bless; against a bane, all subsequent checks to defeat it during this encounter are also blessed. Discard to explore. Spoiler: Hourglass Card 16 Lini/Bigguyinblack: Hourglass Card 15 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 16 Lini/Bigguyinblack
Grandmother Nightmare Core Blessing 3 Traits: Deity: Lamashtu Divine When this is the hour: When you fail to acquire a boon, you may shuffle it and a new monster into its location. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On a check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler: Hourglass Card 18 Harsk/Matsu_Kurisu: Hourglass Card 17 Damiel/tcolmaster01
Incitation Core Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine 4 On any check, discard to bless. On a check that invokes the Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless. Discard to explore. Spoiler: Hourglass Card 19 Lini/Bigguyinblack: Hourglass Card 18 Harsk/Matsu_Kurisu
Prayer Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Wisdom Divine 3 On any check, discard to bless. Discard to examine the top card of your location, then you may explore. Spoiler: Hourglass Card 20 Damiel/tcolmaster01: Hourglass Card 19 Lini/Bigguyinblack
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 21 Harsk/Matsu_Kurisu: Hourglass Card 20 Damiel/tcolmaster01
The Lost CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: When you would recharge a Magic boon, discard it instead. To Acquire: Wisdom Survival 4+# On your check, after the roll, discard to add the number of cards in your discards; you suffer damage as if you had not done so. Discard to explore. This exploration, on all checks that invoke the Curse or Undead trait, add 1. Spoiler: Hourglass Card 22 Lini/Bigguyinblack: Hourglass Card 21 Harsk/Matsu_Kurisu
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 23 Damiel/tcolmaster01: Hourglass Card 22 Lini/Bigguyinblack
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 24 Harsk/Matsu_Kurisu: Hourglass Card 23 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 24 Harsk/Matsu_Kurisu
Cayden Cailean's Revelry Core Blessing 1 Traits: Deity: Cayden Cailean Divine Veteran When this is the hour: On your check, you may discard a card to reroll 1 die showing 1 or 2. To Acquire: Charisma Divine Fortitude 4+# On a local check, bury to reroll 1 or 2 dice. Discard to explore. Spoiler: Hourglass Card 26 Damiel/tcolmaster01: Hourglass Card 25 Lini/Bigguyinblack
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 27 Harsk/Matsu_Kurisu: Hourglass Card 26 Damiel/tcolmaster01
The Demon's Lantern CotCT Blessing 1 Traits: Harrow Suit: Keys 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 28 Lini/Bigguyinblack: Hourglass Card 27 Harsk/Matsu_Kurisu
Zon-kuthon's Pain Core Blessing 2 Traits: Deity: Zon-kuthon Divine Veteran When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Spoiler: Hourglass Card 29 Damiel/tcolmaster01: Hourglass Card 28 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 30 Harsk/Matsu_Kurisu: Hourglass Card 29 Damiel/tcolmaster01
Benefaction Core Blessing 0 Traits: Divine When this is the hour: No effect. To Acquire: Diplomacy Divine 5 On another character's check, discard to bless. To avenge, discard. Discard to explore. Spoiler: Hourglass Card 30 Harsk/Matsu_Kurisu
The Savored Sting Core Blessing 3 Traits: Deity: Calistria Divine When this is the hour: On your checks while you avenge, bless. To Acquire: Charisma Divine 8 On a local check, recharge to bless. To let any character avenge, recharge. Discard to explore. Location #0: Base
Location #1: Office
Location #2: Spider Nest
Location #3: Twisting Passages
Location #4: Caves
Location #5: Pits
Scenario 5A: Searching for Clues
STORYBOOK: ECHOES OF DEATH
Development
Reward
Angelic Armor:
Armor Traits: Heavy Armor Loot To Acquire: Constitution Divine Fortitude 13 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 3. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on a local check against an Incorporeal bane, you may draw this card to add 1d6 and the Magic trait. Adventure Reward
Lyrune-quah Truthspeaker (Ally 4)
Adventure Reward
Lyrune-quah Truthspeaker (Ally 4)
During This Adventure: The servitor demon is the henchman Shadow Demon. Shadow Demon:
Henchman Type: Monster Traits: Outsider Demon Incorporeal Servitor To Defeat: Combat 20 The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage. "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card. After you begin Adventure 3, when you would banish a bane that
During This Scenario: Additional Rules: After you acquire a boon, examine the top card of your location
When you close the final location listed for your number of players,
COHORTS:
Aron Kir:
Cohort Traits: Human Rogue Mendevian Veteran To Acquire: 0 Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait. Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location. Sir Ilivan:
Cohort Traits: Half-Elf Cavalier To Acquire: 0 Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait. Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait. During your give a card step, reveal this card to give it to another character at any location. Vinst:
Cohort Traits: Satyr Druid To Acquire: 0 When you attempt to close a location, return this card to the box to automatically close it. Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand. Scenario Level (#): 3 Turn: 0, MotherMyrtle/Matsu_Kurisu Random Cards:
Monsters Spoiler:
Worm Demon
WotR Monster B Traits: Outsider Undead Demon To Defeat: Combat 10 The Worm Demon is immune to the Electricity and Poison traits. If undefeated, bury an ally from your hand or your discard pile. Worn demons inhabit and control the corpses of dead humanoids_ Spoiler:
Giant Fly
WotR Monster B Traits: Vermin Elite To Defeat: Combat 9 If undefeated, bury a random card from your discard pile. After you act, shuffle this card into a random other open location. You're going to need a bigger flyswatter_ Spoiler:
Cultist Archer
WotR Monster 2 Traits: Half-Elf Cultist Ranger To Defeat: Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck. Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_ Spoiler:
Demonic Fly
WotR Monster 1 Traits: Vermin Demon To Defeat: Combat 13 The Demonic Fly is immune to the Acid, Electricity, and Poison traits. If defeated, each character at your location is dealt 1 Acid damage. If undefeated, bury a random card from your discard pile and shuffle this card into a random open location. Spoiler:
Incubus
WotR Monster 2 Traits: Outsider Demon To Defeat: Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus. Before you act, another character at your location summons and encounters this adventure's servitor demon. If undefeated, banish an ally that does not have the Animal trait. Barriers Spoiler:
Demonic Horde
WotR Barrier B Traits: Skirmish Demon To Defeat: None 0 Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated. Spoiler:
Symbol of Insanity
WotR Barrier 3 Traits: Trap Magic To Defeat: Wisdom Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand. Spoiler:
Explosive Runes
WotR Barrier B Traits: Trap Magic Arcane Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Spoiler:
Corrupted Crusaders
WotR Barrier B Traits: Cache Skirmish Basic To Defeat: None 0 Before you act, draw a random ally from the box and display it next to the scenario. Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand. Spoiler:
Telekinesis Trap
WotR Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 14 OR Disable 11 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore. While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you. At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Weapons Spoiler:
Heavy Pick
WotR Weapon B Traits: Pick Melee Piercing Basic To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7. Spoiler:
Shortbow
WotR Weapon B Traits: Bow Ranged Piercing 2-Handed Basic To Acquire: Dexterity Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Unholy Aspergillum +3
WotR Weapon 2 Traits: Mace Melee Bludgeoning Magic Corrupted Elite To Acquire: Strength Melee 9 If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card. For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d4+1. If the bane has the Undead or Outsider trait, you may additionally recharge a card that has the Divine trait to add another 1d8. Spoiler:
Hand Crossbow
WotR Weapon B Traits: Bow Ranged Piercing Basic To Acquire: Dexterity Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8. Spoiler:
Cold Iron Mace +1
WotR Weapon 2 Traits: Mace Melee Bludgeoning Magic Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4. Spells Spoiler:
Lightning Touch
WotR Spell B Traits: Magic Arcane Attack Electricity Basic To Acquire: Intelligence Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it. Spoiler:
Detect Demon
WotR Spell B Traits: Magic Divine Basic To Acquire: Wisdom Divine 4 During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Protect
WotR Spell 1 Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up). After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Life Drain
WotR Spell 1 Traits: Magic Arcane Divine Attack Healing Elite To Acquire: Intelligence Arcane 7 OR Wisdom Divine 9 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it. Spoiler:
Fiery Glare
WotR Spell B Traits: Magic Arcane Divine Attack Fire Elite To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Armors Spoiler:
Imperial Army Greathelm
WotR Armor 2 Traits: Heavy Armor Magic Veteran To Acquire: Constitution Fortitude Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Leather Armor
WotR Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. Spoiler:
Full Plate
WotR Armor B Traits: Heavy Armor Elite To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead. Spoiler:
Celestial Armor
WotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 At the end of your turn, bury this card to move. Reveal this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Padded Armor
WotR Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 2 Discard this card to reduce Combat damage dealt to you before or after you act by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. Items Spoiler:
Knight's Pennon
WotR Item 2 Traits: Object To Acquire: Charisma Diplomacy 9 When any character encounters a monster, display this card. While displayed, when any character attempts a combat check, add 1; add an additional 1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait. If any character fails a check to defeat a bane, bury this card; if proficient with heavy armors, recharge this card instead of burying it. Spoiler:
Portable Altar
WotR Item B Traits: Object Divine Elite To Acquire: Wisdom Divine 7 Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card. Spoiler:
Potion of Healing
WotR Item B Traits: Liquid Alchemical Healing To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Potion of Beast Skin
WotR Item B Traits: Liquid Alchemical Basic To Acquire: Intelligence Craft 4 Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card. Spoiler:
Ring of Climbing
WotR Item B Traits: Accessory Magic Basic To Acquire: Strength Constitution 6 After you shuffle a location deck, reveal this card; examine the top card of that deck. You may not use this power more than once per check or step. Allies Spoiler:
Riding Horse
WotR Ally B Traits: Animal Mount Basic To Acquire: Wisdom Survival 7 Discard this card at the end of your turn to move yourself and another character at your location to another location. Discard this card to explore your location. Spoiler:
Blackwing Librarian
WotR Ally B Traits: Human Wizard Basic To Acquire: Intelligence Knowledge 6 OR Diplomacy 8 Recharge this card to succeed at your check against a boon that has the Arcane trait. Discard this card to explore your location. Spoiler:
Unfettered Imp
WotR Ally 3 Traits: Outsider Devil Temptation To Acquire: Intelligence Charisma Arcane 7 During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it. Reveal this card and discard a card that has the Corrupted trait to explore your location. Spoiler:
Athlete
WotR Ally B Traits: Human Hireling Basic To Acquire: Dexterity Acrobatics 7 OR Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check. Discard this card to explore your location. Spoiler:
Raconteur
WotR Ally B Traits: Gnome Bard To Acquire: Charisma Diplomacy 5 Recharge this card to add 1d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Pulura
WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Shelyn
WotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Shax
WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Current Hour: :
[/b]
Traits:
Hours Remaining: 30 [b]Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly: Spoiler: Hourglass Card 2 Arueshalae/tcolmaster01: Hourglass Card 1 Alahazra/Grizzly
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu: Hourglass Card 2 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Alahazra/Grizzly: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 5 Arueshalae/tcolmaster01: Hourglass Card 4 Alahazra/Grizzly
Blessing of Abadar WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu: Hourglass Card 5 Arueshalae/tcolmaster01
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 7 Alahazra/Grizzly: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of Baphomet WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler: Hourglass Card 8 Arueshalae/tcolmaster01: Hourglass Card 7 Alahazra/Grizzly
Blessing of Nethys WotR Blessing 2 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu: Hourglass Card 8 Arueshalae/tcolmaster01
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 10 Alahazra/Grizzly: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 11 Arueshalae/tcolmaster01: Hourglass Card 10 Alahazra/Grizzly
Blessing of Sarenrae WotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 MotherMyrtle/Matsu_Kurisu: Hourglass Card 11 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 13 Alahazra/Grizzly: Hourglass Card 12 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 14 Arueshalae/tcolmaster01: Hourglass Card 13 Alahazra/Grizzly
Blessing of Shax WotR Blessing B Traits: Divine Shax Corrupted To Acquire: Combat 9 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any combat Strength or Dexterity check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 15 MotherMyrtle/Matsu_Kurisu: Hourglass Card 14 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 16 Alahazra/Grizzly: Hourglass Card 15 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 17 Arueshalae/tcolmaster01: Hourglass Card 16 Alahazra/Grizzly
Blessing of Deskari WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler: Hourglass Card 18 MotherMyrtle/Matsu_Kurisu: Hourglass Card 17 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Alahazra/Grizzly: Hourglass Card 18 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 20 Arueshalae/tcolmaster01: Hourglass Card 19 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 21 MotherMyrtle/Matsu_Kurisu: Hourglass Card 20 Arueshalae/tcolmaster01
Blessing of Abraxas WotR Blessing B Traits: Divine Abraxas Corrupted To Acquire: Arcane 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any Arcane or Divine check. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card. Spoiler: Hourglass Card 22 Alahazra/Grizzly: Hourglass Card 21 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 23 Arueshalae/tcolmaster01: Hourglass Card 22 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 24 MotherMyrtle/Matsu_Kurisu: Hourglass Card 23 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 25 Alahazra/Grizzly: Hourglass Card 24 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 26 Arueshalae/tcolmaster01: Hourglass Card 25 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 27 MotherMyrtle/Matsu_Kurisu: Hourglass Card 26 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Alahazra/Grizzly: Hourglass Card 27 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 29 Arueshalae/tcolmaster01: Hourglass Card 28 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 30 MotherMyrtle/Matsu_Kurisu: Hourglass Card 29 Arueshalae/tcolmaster01
Blessing of Pulura WotR Blessing B Traits: Divine Pulura To Acquire: Charisma 7 OR Divine 5 Discard this card to add 1 die to any check. Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 30 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Location #1: Cavern
Location #2: Great Hall
Location #3: Marketplace
Location #4: Sacristy
Development
Reward
Black Robe:
Loot Type: Item Traits: Accessory Magic Corrupted To Acquire: 0 Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check. Discard this card to put a spell from your discard pile on top of your deck. After you play this card, if it has the Corrupted trait, bury a random card from your discard pile. Blackwing Librarian (Ally BB)
Development:
Rewards
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 4—What Stalks the Shadows
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Once each turn, you may bury a card to explore.
Villain: Bahor
Rakshasa:
Story Bane Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 16 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Scenario Level (#): 4 Turn: 24, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Emperor Scorpion
CotCT Monster 4 Traits: Trigger Vermin Veteran To Defeat: Combat 20 When examined, suffer 1 Poison damage, then encounter this monster. Immune to Mental. If you are at an Underground location, the difficulty to defeat is increased by #. If undefeated, suffer the scourge Poisoned. Spoiler:
Quivering Cube
Core Monster 2 Traits: Obstacle Ooze To Defeat: Combat 12 OR Craft 9 Immune to Electricity, Mental, and Poison. If you are at an Underground location, the difficulty to defeat is increased by 4. Do not suffer damage from this monster as usual. Instead, each local character suffers 1d4 Acid damage and the scourge Entangled. Spoiler:
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:
Troll
Core Monster 2 Traits: Troll Veteran To Defeat: Combat 8+## THEN Combat 10+## Vulnerable to Fire. Before acting, each local character suffers 1 Combat damage. If neither check to defeat has either the Acid or Fire trait, this monster is undefeated; you may reload it into its location. Spoiler:
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:
Fangs of Diomazul
CotCT Barrier 3 Traits: Construct Trap To Defeat: Dexterity Acrobatics Disable Stealth 11 If undefeated, display this barrier at your location. While displayed, at this location: * When you explore, suffer 1d4 Combat damage. * For your first exploration of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Spoiler:
Sick Child
CotCT Barrier 2 Traits: Task To Defeat: Constitution Fortitude 10 OR Charisma Diplomacy 12 On the check to defeat, local characters may recharge any number of Healing boons; add 1d4 for each recharged boon. If undefeated, summon and encounter the story bane Blood Veil. Spoiler:
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:
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:
Wyvern Blade Trap
Core Barrier 3 Traits: Poison Trap To Defeat: Dexterity Disable 10 OR Wisdom Perception 12 If undefeated, you and a random other local character suffer 1 Combat damage and the scourge Poisoned. Weapons Spoiler:
Returning Totem Spear
CotCT Weapon 4 Traits: 2-Handed Magic Melee Ranged Respect Spear To Acquire: Strength Melee 12 OR Dexterity Ranged Survival 14 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait. If proficient, on a local combat check or your Acrobatics check, reload to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Frost Longspear
CotCT Weapon 2 Traits: 2-Handed Cold Magic Melee Piercing Spear To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
Blackjack's Rapier
CotCT Weapon 4 Traits: Blackjack Finesse Loot Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if proficient, you may additionally reload to add another 1d4. If any die rolled on this check shows 4, count it as a 6. If the scenario includes the location Base, on a local Diplomacy check, reload to add 1d4. Spoiler:
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:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spells Spoiler:
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:
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:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
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:
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. Armors Spoiler:
Glamered Leather Armor
Core Armor 2 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 7 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your Diplomacy or Stealth check, you may draw this card to add 1d4. Spoiler:
Magic Klar
CotCT Armor 2 Traits: Offhand Shield Magic To Acquire: Constitution Fortitude Melee Survival 9 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, on your Melee combat check, freely recharge to add 1d6+1 and the Magic and Piercing traits. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Maiden's Helm
CotCT Armor 3 Traits: Gray Maiden Heavy Armor Helm Magic To Acquire: Constitution Diplomacy Fortitude 10 When you suffer any damage, freely reveal to reduce it by 1. When you suffer Combat damage, freely reveal to reduce it by 2. On your Diplomacy check, reveal to add 1d6. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
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:
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:
Marked Cards
CotCT Item 3 Traits: Magic Tool To Acquire: Intelligence Craft Disable 10 Recharge to examine the bottom 3 cards of any character's deck and return them in any order. Discard to examine the bottom 3 cards of any location and return them in any order. Spoiler:
Plaguebringer's Mask
CotCT Item 2 Traits: Accessory Magic To Acquire: Intelligence Craft 11 On your combat check or your check against a Disease card, reload to add 1d8. When you would suffer the scourge Plagued or encounter a Disease card, reveal to choose another local character to do so instead. Spoiler:
Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Spoiler:
Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Spoiler:
Dust of Revealing
CotCT Item 4 Traits: Craft Object To Acquire: Intelligence Arcane Divine 11 On a local Perception check, freely bury to add 2d10. Recharge to examine the top card of your location; if it is a bane, a local character may encounter it. Allies Spoiler:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Spoiler:
Magistrate
CotCT Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Knowledge 9 On a local Intelligence, Wisdom, or Diplomacy non-combat check, recharge to add 1d8. Discard to explore. This exploration, on your checks against Human cards, add 1d6. Spoiler:
Salvator Scream
CotCT Ally 4 Traits: Human Loot To Acquire: Charisma Diplomacy 10 OR Knowledge 9 On a local Knowledge or Perception check, recharge to add 1d8. Discard to draw the top card of the hourglass. If it is not a blessing, shuffle it into the hourglass. Spoiler:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
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:
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:
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:
The All-seeing Eye
Core Blessing 3 Traits: Deity: Nethys Divine When this is the hour: When you would examine the top card of a location, you may examine the top 2 cards instead. To Acquire: Intelligence Arcane Divine 8 On any check, discard to bless. On an Intelligence or Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order, then explore. Spoiler:
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: Your Survival check is blessed. Current Hour: The Owl:
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. Hours Remaining: 5 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
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 4 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
The Idiot CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Spoiler: Hourglass Card 5 Damiel/tcolmaster01
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #0: Base
Base Card 1: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 2: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 3: Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Base Card 4:
Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Location #2: Laboratory Urban At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage. When Closing: Succeed at an Intelligence or Craft 5+# check. When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others. M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Laboratory Card 1: Bahor
CotCT Story Bane 3 Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 20 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Laboratory Card 2: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Laboratory 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. Laboratory Card 4: Enormous Reefclaw
CotCT Monster 3 Traits: Aberration Aquatic To Defeat: Combat 19 Before acting, each local character suffers 1 Combat damage. If this monster would be defeated, reroll.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 4—What Stalks the Shadows
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Once each turn, you may bury a card to explore.
Villain: Bahor
Rakshasa:
Story Bane Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 16 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Scenario Level (#): 4 Turn: 23, Damiel/tcolmaster01
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters 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:
Wood Golem
Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. Spoiler:
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:
Mercenary
Core Monster 1 Traits: Human Warrior Veteran To Defeat: Combat 10+## OR Charisma Diplomacy 8+# If undefeated, bury a weapon or an armor from your hand or discards. If defeated, heal a weapon or an armor. Spoiler:
Hippogriff Rider
CotCT Monster 4 Traits: AND Animal Human Ranger Trigger To Defeat: Combat 18 THEN Combat 17 OR Survival 11 When examined, suffer 1 Ranged Combat damage. Before acting, suffer 1 Ranged Combat damage. If undefeated, a random character suffers 1d4+1 Ranged Combat damage. Barriers Spoiler:
Imprisonment
Core Barrier 2 Traits: Lock Obstacle To Defeat: Dexterity Diplomacy Disable Stealth 9 If undefeated, suffer the scourges Dazed and Entangled, then reload this barrier into its location and summon and encounter a monster. If defeated, remove your scourges Dazed and Entangled, then summon and encounter an ally. Spoiler:
Friendly Game of Sredna
CotCT Barrier 4 Traits: Respect Task To Defeat: Strength 7 OR Constitution Fortitude 12 If defeated, you may remove this barrier from the game and gain 1 respect point. If defeated by more than 6, you may remove this barrier from the game and gain 2 respect points. Spoiler:
Dispelling Mist
CotCT Barrier 4 Traits: Magic Trap To Defeat: Dexterity Disable 12 OR Arcane Divine 15 If undefeated, each local character recharges 1d4 random Magic boons, then display this barrier at your location. While displayed, at this location: * At the start and end of your turn, recharge a random Magic boon. * When this location is closed, banish this barrier. Spoiler:
Madness Mist Trap
CotCT Barrier 3 Traits: Cache Lock Magic Trap To Defeat: Disable 8 OR Fortitude 10 If defeated, draw a new spell or item. If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier. Spoiler:
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:
Lucky Starknife
Core Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 11 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. On a local combat check, after the roll, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Keen Starknife
CotCT Weapon 2 Traits: Finesse Knife Magic Melee Piercing Ranged To Acquire: Strength Dexterity Acrobatics Melee Ranged 12 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+1. If proficient, if any die rolled on this check shows 4, count it as a 6. On a local combat check, freely recharge to add 1d4. You may use this power even if you have previously revealed this card on this check. Spoiler:
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spoiler:
Frost Longspear
CotCT Weapon 2 Traits: 2-Handed Cold Magic Melee Piercing Spear To Acquire: Strength Melee 12 For your combat check, reveal to use Strength or Melee + 1d8 + 1d4; you may remove 1d4 and the Cold trait. You may additionally discard to reroll. After playing this weapon, you may not play an Offhand boon this encounter. Spoiler:
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:
Bloodscent
CotCT Spell 1 Traits: Arcane Magic Divine To Acquire: Intelligence Arcane 8 OR Wisdom Divine 7 On a local Knowledge, Perception, or Survival check, banish to add 1d10. If the character succeeds, you may examine the top card of any location. DURING RECOVERY
Spoiler:
Dimensional Jump
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 When you encounter a bane, banish to evade it. Banish to move; you automatically succeed at checks to move. You may not use this power during an encounter. DURING RECOVERY
Spoiler:
Safe Haven
CotCT Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 OR Wisdom Divine 13 Display to move yourself together with any number of local characters, ignoring any movement restrictions. You may not use this power during an encounter. While displayed: * At the end of your turn, banish, and any number of local characters may move together. DURING RECOVERY
Spoiler:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
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:
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:
Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Spoiler:
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:
Voidglass Armor
Core Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 9 Display. While displayed: * When you suffer any damage, you may recharge to reduce it by 1. * When you would discard cards from your deck or as Mental damage, you may recharge to recharge them instead. * If proficient, when you suffer any damage, you may bury to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. Spoiler:
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:
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:
Fate-reader Lenses
CotCT Item 3 Traits: Magic Object To Acquire: Wisdom Arcane Divine Perception 8 On any Perception check, reveal to add 1d10. Discard to examine the top 3 cards of any location or the hourglass and return them in any order. Spoiler:
Belt of Physical Prowess
Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Spoiler:
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:
The Unveiling
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Constitution Divine Fortitude 7 OR Craft 5 Banish or shuffle into another character's deck to remove a scourge from any character. DURING RECOVERY If proficient, you may succeed at a Craft or Divine 7 check to recharge this card. Allies Spoiler:
Sergeant-at-arms
CotCT Ally 2 Traits: Human Soldier To Acquire: Charisma Diplomacy Knowledge 10 On a local check against a bane or an ally, recharge to add 1d6. Discard to explore. This exploration, on your checks against banes and allies, add 1d4. Spoiler:
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:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
Cerulean Mastermind
CotCT Ally 3 Traits: Aristocrat Human To Acquire: Charisma Diplomacy Stealth 12 On a local non-combat check, recharge this card and bury another card to add a local character's Knowledge or Stealth. Discard to explore. This exploration, on your Stealth checks, add 1d10. Spoiler:
Fortune-teller
CotCT Ally 2 Traits: Human Medium Harrow To Acquire: Charisma Diplomacy 11 At the end of your move step, recharge to choose bane or boon, then examine the top card of your location; if the card matches your choice, encounter it. Discard to examine the top card of your location, then you may explore. Blessings Spoiler:
The 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 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 Worldbreaker
Core Blessing 3 Traits: Deity: Rovagug Divine When this is the hour: You may banish a random blessing from your discards to explore. To Acquire: Banish A Boon 0 On any check, freely recharge to bless twice, then banish the top blessing of the hourglass. Recharge to explore, then shuffle a new monster into a random location. Spoiler:
The 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 Tangled Briar
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: When you close your location, instead of banishing its cards, shuffle them into a random other location. To Acquire: Constitution Survival 4+# On any check, discard to bless. Discard to remove a scourge from a character or a location. Discard to explore. Hour Power: On your check against an Undead card, add 1d6. Current Hour: Pharasma's Knowing:
Pharasma's Knowing
Core Blessing 1 Traits: Deity: Pharasma Divine Veteran When this is the hour: On your check against an Undead card, add 1d6. To Acquire: Wisdom Divine 4+# On any check, discard to bless. Discard to draw 2 cards, then recharge 2 cards. Then you may explore. Hours Remaining: 6 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Harsk/Matsu_Kurisu: Spoiler: Hourglass Card 2 Lini/Bigguyinblack: Hourglass Card 1 Harsk/Matsu_Kurisu
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 3 Damiel/tcolmaster01: Hourglass Card 2 Lini/Bigguyinblack
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 4 Harsk/Matsu_Kurisu: Hourglass Card 3 Damiel/tcolmaster01
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 5 Lini/Bigguyinblack: Hourglass Card 4 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 5 Lini/Bigguyinblack
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 6 Damiel/tcolmaster01
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #0: Base
Base Card 1: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 2: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 3: Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Base Card 4:
Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Location #2: Laboratory Urban At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage. When Closing: Succeed at an Intelligence or Craft 5+# check. When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others. M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, Lini/Bigguyinblack, None Laboratory Card 1: Bahor
CotCT Story Bane 3 Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 20 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Laboratory Card 2: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Laboratory 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. Laboratory Card 4: Enormous Reefclaw
CotCT Monster 3 Traits: Aberration Aquatic To Defeat: Combat 19 Before acting, each local character suffers 1 Combat damage. If this monster would be defeated, reroll.
During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait. During This Scenario: Additional Rules: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it. To win the scenario, defeat any villain while all three villains are in the same location deck. Scenario Level (#): 6 Turn: 16, Sajan/Gimry Random Cards:
Monsters Spoiler:
Hill Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location. Spoiler:
Roc
RotR Monster 4 Traits: Animal To Defeat: Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck. Spoiler:
Muck Graul
RotR Monster 3 Traits: Plant Ogrekin To Defeat: Combat 15 Muck Graul is immune to the Acid trait. Add 1 die to checks to defeat Muck Graul with the Fire trait. If the check to defeat does not have the Fire trait, Muck is undefeated. If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck. Spoiler:
Warlord
RotR Monster B Traits: Fighter Human Veteran To Defeat: Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any. Subtract 1 from each die rolled in your check to defeat the Warlord. Spoiler:
Skull Ripper
RotR Monster 3 Traits: Construct To Defeat: Combat 14 The Skull Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Barriers Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: WisdomPerceptionDexterityAcrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Circles of Binding
RotR Barrier 4 Traits: Obstacle To Defeat: Intelligence Arcane Wisdom Divine 13 If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card. If you did not find a monster, banish this card. Spoiler:
Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Spoiler:
Door Spike
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable Wisdom Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage. Weapons Spoiler:
Flaming Mace +1
RotR Weapon B Traits: Mace Magic Melee Bludgenoning To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait. Spoiler:
Heavy Pick +1
RotR Weapon 2 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7. Spoiler:
Heavy Crossbow
RotR Weapon B Traits: 2-Handed Bow Piercing Ranged To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Short Sword +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Shock Greatsword +2
RotR Weapon 6 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Scorching Ray
RotR Spell 1 Traits: Arcane Attack Fire Magic To Acquire: IntelligenceArcane 6 For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spoiler:
Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Spoiler:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Fiery Weapon
RotR Spell 1 Traits: Arcane Divine Fire Magic To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Spoiler:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Armors Spoiler:
Fortress Shield
RotR Armor 6 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce damage dealt to you by 2. Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Demon Armor
RotR Armor 6 Traits: Fire Heavy Armor Magic To Acquire: Constitution Fortitude 11 Discard this card to add 1d4+1 and the Fire and Magic traits to your combat check. Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, discard it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Adamantine Plate Armor
RotR Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 14 Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Sihedron Ring
RotR Item 6 Traits: Accessory Magic Sihedron To Acquire: Constitution Fortitude 7 OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check. Spoiler:
Headband of Inspired Wisdom
RotR Item 4 Traits: Accessory Magic To Acquire: Wisdom 7 Reveal this card to add 2 to your Wisdom check. You may play another item on this check. Spoiler:
Luckstone
RotR Item B Traits: Magic Object To Acquire: Wisdom Survival 5 Discard this card to add 1 to your check. If you would fail a check by 1, you may bury this card to succeed. Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it. Allies Spoiler:
Vale Temros
RotR Ally 3 Traits: Human Ranger To Acquire: Strength Melee 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait. Discard this card to explore your location. Spoiler:
Bear
RotR Ally 4 Traits: Animal To Acquire: Wisdom Survival 11 Discard this card to add 2d4 to your combat check. Discard this card to explore your location. Spoiler:
Gyukak
RotR Ally 6 Traits: Giant Outsider Oni To Acquire: Charisma Diplomacy 14 Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations. Spoiler:
Merchant
RotR Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Mountaineer
RotR Ally 6 Traits: Hireling Human To Acquire: Wisdom Survival 10 OR Charisma Diplomacy 13 Reveal this card to add 2d8 to a Survival check. Recharge this card to reduce damage dealt to your by 3. Discard this card to explore your current location. Blessings Spoiler:
Blessing of Erastil
RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Nethys
RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gorum
RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Current Hour: Blessing of Pharasma:
Blessing of Pharasma
RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Zetha/tcolmaster01: Spoiler: Hourglass Card 2 Uliah/TheChu: Hourglass Card 1 Zetha/tcolmaster01
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Sajan/Gimry: Hourglass Card 2 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Zetha/tcolmaster01: Hourglass Card 3 Sajan/Gimry
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Uliah/TheChu: Hourglass Card 4 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Sajan/Gimry: Hourglass Card 5 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Zetha/tcolmaster01: Hourglass Card 6 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Uliah/TheChu: Hourglass Card 7 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Sajan/Gimry: Hourglass Card 8 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 10 Zetha/tcolmaster01: Hourglass Card 9 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Uliah/TheChu: Hourglass Card 10 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Sajan/Gimry: Hourglass Card 11 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Zetha/tcolmaster01: Hourglass Card 12 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Uliah/TheChu: Hourglass Card 13 Zetha/tcolmaster01
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Uliah/TheChu
Blessing of Nethys RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Death Zone
Location #2: Mountain Peak
Location #3: Ravenous Crypts of Gluttony
Ravenous Crypts of Gluttony Card 1: Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Ravenous Crypts of Gluttony Card 2: Sharpening Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 3: Killing Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 4: Vicious Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 5: Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Ravenous Crypts of Gluttony Card 6: Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Ravenous Crypts of Gluttony Card 7: Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 8:
Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Location #4: Deeper Dungeons Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #5: Treacherous Cave
During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait. During This Scenario: Additional Rules: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it. To win the scenario, defeat any villain while all three villains are in the same location deck. Scenario Level (#): 6 Turn: 15, Uliah/TheChu Random Cards:
Monsters Spoiler:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Spoiler:
Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Spoiler:
Clay Golem
RotR Monster 5 Traits: Construct Golem To Defeat: Combat 21 You may not play spells with the Attack trait. If undefeated, after the encounter, bury your discard pile. Spoiler:
Warden of Wind
RotR Monster 6 Traits: Giant To Defeat: Combat 22 Damage dealt by the Warden of Wind is dealt to each character at this location. Spoiler:
Ogre
RotR Monster B Traits: Giant Ogre To Defeat: Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location. Barriers Spoiler:
Cryptic Message
RotR Barrier 3 Traits: Cache To Defeat: Intelligence Knowledge 10 If defeated, you may examine the top 2 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Spoiler:
Arcane Lock
RotR Barrier 4 Traits: Arcane Lock Magic To Defeat: Intelligence Arcane 13 OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck. Spoiler:
Icy Ledge
RotR Barrier 6 Traits: Cold Obstacle To Defeat: Dexterity Disable 14 OR Wisdom Survival 16 If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn. Spoiler:
Icy Ledge
RotR Barrier 6 Traits: Cold Obstacle To Defeat: Dexterity Disable 14 OR Wisdom Survival 16 If undefeated, you are dealt 1 Cold damage; move to a random other location, reset your hand, and end your turn. Weapons Spoiler:
Vicious Trident +1
RotR Weapon 3 Traits: Magic Melee Piercing Polearm To Acquire: Strength Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3. When you play this weapon, take 1 Force damage that may not be reduced. Spoiler:
Venomous Heavy Crossbow +2
RotR Weapon 5 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Short Sword +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Runechill Hatchet +2
RotR Weapon 4 Traits: 2-Handed Axe Magic Melee Slashing To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Force Sling +3
RotR Weapon 6 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait. Spells Spoiler:
Lightning Bolt
RotR Spell 2 Traits: Arcane Attack Electricity Magic To Acquire: Intelligence Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6. After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Toxic Cloud
RotR Spell 2 Traits: Arcane Attack Magic Poison To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Scorching Ray
RotR Spell 1 Traits: Arcane Attack Fire Magic To Acquire: IntelligenceArcane 6 For your combat check, discard this cad to roll your Arcane die + 2d6 with the Fire trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spoiler:
Mirror Image
RotR Spell B Traits: Arcane Magic To Acquire: Intelligence Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Major Cure
RotR Spell 3 Traits: Divine Healing Magic To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 10 check to recharge this card instead of discarding it. Armors Spoiler:
Entropy Shield
RotR Armor 6 Traits: Arcane Magic Offhand Shield To Acquire: Constitution Fortitude 10 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Bury this card to defeat a barrier with the Lock trait. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Greater Bolstering Armor
RotR Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 3 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Bolstering Armor
RotR Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Spoiler:
Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Potion of Ghostly Form
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again. Spoiler:
Belt of Incredible Dexterity
RotR Item 3 Traits: Accessory Magic To Acquire: Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check. Allies Spoiler:
Aldern Foxglove
RotR Ally 1 Traits: Human Noble To Acquire: Charisma Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3. Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell. Spoiler:
Merchant
RotR Ally 2 Traits: Hireling Human To Acquire: Charisma Diplomacy 7 Discard this card to give a card to another character at any location. Discard this card to explore your location. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Spoiler:
Gyukak
RotR Ally 6 Traits: Giant Outsider Oni To Acquire: Charisma Diplomacy 14 Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Nethys
RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Desna
RotR Blessing B Traits: Desna Divine To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to recharge a card. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Current Hour: Blessing of the Gods:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Sajan/Gimry: Spoiler: Hourglass Card 2 Zetha/tcolmaster01: Hourglass Card 1 Sajan/Gimry
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Uliah/TheChu: Hourglass Card 2 Zetha/tcolmaster01
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Sajan/Gimry: Hourglass Card 3 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Zetha/tcolmaster01: Hourglass Card 4 Sajan/Gimry
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Uliah/TheChu: Hourglass Card 5 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Sajan/Gimry: Hourglass Card 6 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Zetha/tcolmaster01: Hourglass Card 7 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Uliah/TheChu: Hourglass Card 8 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Sajan/Gimry: Hourglass Card 9 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zetha/tcolmaster01: Hourglass Card 10 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Uliah/TheChu: Hourglass Card 11 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Sajan/Gimry: Hourglass Card 12 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Zetha/tcolmaster01: Hourglass Card 13 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Uliah/TheChu: Hourglass Card 14 Zetha/tcolmaster01
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Uliah/TheChu
Blessing of Nethys RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Death Zone
Location #2: Mountain Peak
Mountain Peak Card 1:
Killing Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location. Location #3: Ravenous Crypts of Gluttony At This Location: While you are here, your hand size is increased by 2. When Closing: Succeed at a Wisdom or Survival 12 check. When Permanently Closed: No effect. M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2 Located/Displayed Here: Zetha/tcolmaster01, Sajan/Gimry, None Ravenous Crypts of Gluttony Card 1: Vicious Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 2: Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Ravenous Crypts of Gluttony Card 3: Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Ravenous Crypts of Gluttony Card 4: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Ravenous Crypts of Gluttony Card 5: Sharpening Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 6: Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 7:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Location #4: Deeper Dungeons Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #5: Treacherous Cave
Out of Turn Updates: None Turn - Hour: Blessing of Norgorber
Discard Riftwarden to explore:
Zetha attempts to recover all cards in their Recovery pile. Zetha resets their hand. [u]Summary[/u]
" Zetha wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Wings of Vengeance, Blessing of Sivanah, Blessing of Nethys, Samisen of Oracular Vision, Bound Magma Spirit, Toad, Shapechange (Core), Seamantle, Blazing Servant, Blackwing Librarian Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d4 ☐ +1 Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Stealth: Dexterity +3 Constitution d6 ☐ +1 ☐ +2 Intelligence d8 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 ☐ +2 Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Arcane: Charisma +2 Diplomacy: Charisma +1 Favored Card: Spell
During This Adventure: The servitor demon is the henchman Shadow Demon. Shadow Demon:
Henchman Type: Monster Traits: Outsider Demon Incorporeal Servitor To Defeat: Combat 20 The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage. "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card. After you begin Adventure 3, when you would banish a bane that
During This Scenario: Additional Rules: When you defeat a Grimslake, you may immediately attempt to
COHORTS:
Aron Kir:
Cohort Traits: Human Rogue Mendevian Veteran To Acquire: 0 Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait. Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location. Sir Ilivan:
Cohort Traits: Half-Elf Cavalier To Acquire: 0 Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait. Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait. During your give a card step, reveal this card to give it to another character at any location. Vinst:
Cohort Traits: Satyr Druid To Acquire: 0 When you attempt to close a location, return this card to the box to automatically close it. Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand. Scenario Level (#): 3 Turn: 24, MotherMyrtle/Matsu_Kurisu Random Cards:
Monsters Spoiler:
Spite Demon
WotR Monster 3 Traits: Outsider Demon To Defeat: Combat 22 The Spite Demon is immune to the Electricity and Poison traits. Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon. Goat-headed schirs are among the most violent and vile-tempered inhabitants of the Abyss_ Spoiler:
Incubus
WotR Monster 2 Traits: Outsider Demon To Defeat: Combat 15 The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus. Before you act, another character at your location summons and encounters this adventure's servitor demon. If undefeated, banish an ally that does not have the Animal trait. Spoiler:
Ghoul
WotR Monster B Traits: Undead Ghoul To Defeat: Combat 11 The Ghoul is immune to the Mental and Poison traits. If undefeated, end your turn. Spoiler:
Giant Amoeba
WotR Monster B Traits: Ooze Aquatic Elite To Defeat: Combat 10 OR Dexterity 7 The Giant Amoeba is immune to the Acid, Mental, and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage. The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_ Spoiler:
Mongrel Ranger
WotR Monster B Traits: Mongrel Ranger Elite To Defeat: Combat 0 The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box. Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you. This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point_ Barriers Spoiler:
Explosive Runes
WotR Barrier B Traits: Trap Magic Arcane Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Spoiler:
Spiked Pit Trap
WotR Barrier B Traits: Trap Veteran To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn. Spoiler:
Telekinesis Trap
WotR Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 14 OR Disable 11 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore. While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you. At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Spoiler:
Spiked Pit Trap
WotR Barrier B Traits: Trap Veteran To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn. Spoiler:
Death of Righteousness
WotR Barrier 2 Traits: Trap Mental Magic To Defeat: Wisdom 12 OR Knowledge 10 Each character at your location encounters this barrier. If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn. After you act, banish this barrier. Weapons Spoiler:
Force Shortbow +1
WotR Weapon 1 Traits: Bow Ranged Piercing 2-Handed Magic Elite To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait. If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location. Spoiler:
Heavy Crossbow
WotR Weapon B Traits: Bow Ranged Piercing 2-Handed To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Javelin of Lightning
WotR Weapon 2 Traits: Spear Ranged Piercing Magic Elite To Acquire: Dexterity Ranged 10 For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait. After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it. Spoiler:
Quarterstaff
WotR Weapon B Traits: Staff Melee Bludgeoning 2-Handed Basic To Acquire: Strength Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6. Spoiler:
Cold Iron Mace +1
WotR Weapon 2 Traits: Mace Melee Bludgeoning Magic Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d1; you may additionally recharge this card to add another 1d4. If the bane has the Demon or Fey trait, add another 1d4. Spells Spoiler:
Sanctuary
WotR Spell B Traits: Magic Divine Mental Basic To Acquire: Wisdom Divine 6 Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Charm Monster
WotR Spell 2 Traits: Magic Arcane Divine Veteran To Acquire: Intelligence Arcane Wisdom Divine 8 When a character attempts a combat check against a monster, bury this card to draw a random non-Basic monster from the box. The difficulty to defeat the encountered monster is reduced by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it. If you do not have the Arcane or Divine skill, banish this card after playing it.
Spoiler:
Sacred Weapon
WotR Spell B Traits: Magic Divine Attack Veteran To Acquire: Wisdom Divine 6 For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Cure
WotR Spell B Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Charm Monster
WotR Spell 2 Traits: Magic Arcane Divine Veteran To Acquire: Intelligence Arcane Wisdom Divine 8 When a character attempts a combat check against a monster, bury this card to draw a random non-Basic monster from the box. The difficulty to defeat the encountered monster is reduced by 3 plus the drawn monster's adventure deck number. After the check, you automatically defeat the drawn monster; ignore its powers and banish it. If you do not have the Arcane or Divine skill, banish this card after playing it.
Armors Spoiler:
Scale Mail
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. Spoiler:
Magic Scale Mail
WotR Armor B Traits: Heavy Armor Magic Elite To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act. Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Hide Armor
WotR Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 3 Recharge this card to reduce Cold or Combat damage dealt to you by 1. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. Spoiler:
Celestial Armor
WotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 At the end of your turn, bury this card to move. Reveal this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Celestial Armor
WotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 At the end of your turn, bury this card to move. Reveal this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Sage's Journal
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 8 Reveal this card to add 1d4 to your check to defeat a henchman or villain. Spoiler:
Tome of Mental Prowess
WotR Item 3 Traits: Book Magic To Acquire: Intelligence Wisdom Charisma 13 Remove this card from the game to gain an Intelligence, Wisdom, or Charisma skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game. Spoiler:
Exorcism Kit
WotR Item B Traits: Tool Veteran To Acquire: Wisdom Divine 8 Recharge this card to add the Magic trait to any check by a character at your location. Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it. Spoiler:
Portable Altar
WotR Item B Traits: Object Divine Elite To Acquire: Wisdom Divine 7 Display this card. While displayed, add 1 to your Divine checks. You may discard this card to add 1d6 to your Divine check, or to recharge a Basic blessing instead of discarding it. At the end of the turn, discard this card. Spoiler:
Holy Phylactery
WotR Item B Traits: Object Divine Veteran To Acquire: Divine 6 The difficulty of the check to acquire this card is increased by the scenario's adventure deck number. During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number fo discard this card instead of burying it. Allies Spoiler:
Druid of the Flame
WotR Ally 1 Traits: Human Druid Veteran To Acquire: Survival 7 OR Charisma Diplomacy 9 Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter. Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks. Spoiler:
Druid of the Storm
WotR Ally 2 Traits: Human Druid Veteran To Acquire: Divine 7 OR Charisma Diplomacy 9 Discard this card to add 1d4 and the Electricity trait to your combat check. Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks. Spoiler:
Demon Hunter
WotR Ally B Traits: Human Ranger To Acquire: Melee Ranged 7 OR Charisma Diplomacy 6 Discard this card to add 1d6 to your check against a bane that has the Demon trait. Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait. Spoiler:
Thylacine
WotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 10 Discard this card to evade a monster you encounter; if the monster's adventure deck number is lower than the scenario's adventure deck number, you may put the monster on the top or bottom of its location deck. Discard this card to explore your location. Add 1d6 to your first Stealth or combat check during this exploration. Spoiler:
Riding Horse
WotR Ally B Traits: Animal Mount Basic To Acquire: Wisdom Survival 7 Discard this card at the end of your turn to move yourself and another character at your location to another location. Discard this card to explore your location. Blessings Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Baphomet
WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler:
Blessing of the Starsong
WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Current Hour: Blessing of Baphomet:
Blessing of Baphomet
WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Hours Remaining: 6 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly: Spoiler: Hourglass Card 2 Arueshalae/tcolmaster01: Hourglass Card 1 Alahazra/Grizzly
Blessing of Abadar WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu: Hourglass Card 2 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 4 Alahazra/Grizzly: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Arueshalae/tcolmaster01: Hourglass Card 4 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu: Hourglass Card 5 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Location #1: Cemetery
Location #2: Paradise Hill
Location #3: Temple of Iomedae
Location #4: Forsaken Cloister
Location #5: Maze
Maze Card 1: Hag Coven
SoRi Villain 3 Type: Monster Traits: Hag To Defeat: Combat 24 OR Knowledge Perception 15 Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated. While you act, characters at other locations cannot play cards. Maze Card 2: Grimslake
WotR Henchman 3 Type: Monster Traits: Aberration To Defeat: Combat 22 OR Survival 12 Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck. If undefeated, bury the top card of your deck. These foul worms are content to chew on the dead__ or those who will be_
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 4—What Stalks the Shadows
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Once each turn, you may bury a card to explore.
Villain: Bahor
Rakshasa:
Story Bane Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 16 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Scenario Level (#): 4 Turn: 21, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy 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:
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:
Unseen Sentinel
Core Monster 2 Traits: Outsider To Defeat: Combat 11 Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3. Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck. This encounter cannot be avenged. Spoiler:
Geist
CotCT Monster 2 Traits: Incorporeal Undead To Defeat: Combat 14 Immune to Mental and Poison. Resistant to Animal. If the check to defeat does not have the Magic trait, this monster is undefeated. If undefeated, each local character either recharges 1d4 random cards or suffers the scourge Frightened. Spoiler:
Mimic
Core Monster 2 Traits: Aberration Trap To Defeat: Combat 15 OR Wisdom Perception 9 On the check to defeat, if you would reveal, reload, or recharge a weapon, discard it instead. If undefeated, suffer the scourge Entangled. Barriers Spoiler:
Treacherous Tunnels
CotCT Barrier 2 Traits: Obstacle To Defeat: Wisdom Survival 9 If undefeated, suffer 1d4 Combat damage and the scourge Dazed, then move to a random location and summon and encounter the story bane Goblin Marauder. 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:
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:
Red Mantis Ambush
CotCT Barrier 4 Traits: Red Mantis Skirmish To Defeat: None 0 Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle. Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated. Spoiler:
Madness Mist Trap
CotCT Barrier 3 Traits: Cache Lock Magic Trap To Defeat: Disable 8 OR Fortitude 10 If defeated, draw a new spell or item. If undefeated, suffer 1d4 Poison damage, then mark this barrier's location with the scourge Poisoned and banish this barrier. Weapons Spoiler:
Limning Starknife
CotCT Weapon 4 Traits: Finesse Knife Magic Melee Piercing Ranged Respect To Acquire: Strength Dexterity Acrobatics Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2. On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check. After playing this weapon on a check, powers that reroll dice may be ignored. Spoiler:
Humanbane Rapier
CotCT Weapon 2 Traits: Finesse Magic Melee Piercing Swashbuckling Sword To Acquire: Strength Acrobatics Melee 11 For your combat check, reveal to use Strength, Melee, or Acrobatics + 1d6+1; against a Human bane, add another 1d8. If proficient, you may additionally reload to add another 1d4. Spoiler:
Venomous Hand Crossbow
CotCT Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged Stealth 12 For your combat check, reveal to use Dexterity, Ranged, or Stealth + 1d6+1. On a local combat check, freely reveal this card and recharge a Ranged weapon to add 1d12 and the Poison trait. You may use this power even if you have previously revealed this card on this check. Spoiler:
Blackjack's Daggers
CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Spoiler:
Invigorating Kukri +1
Inquisitor Weapon 4 Traits: Finesse Healing Knife Melee Slashing To Acquire: Strength Melee Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4 + 1; you may additionally recharge this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4 to the combat check. When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile. Spells Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
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:
Aspect of the Monkey
Core Spell 2 Traits: Divine Magic Animal To Acquire: Wisdom Divine 7 Display. While displayed: * On your Dexterity and Charisma checks, add 1d6. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead. Spoiler:
Unearthly Aim
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 9 On a local Strength, Melee, or Ranged combat check, freely banish to add 1d10; you may reroll 1 die. DURING RECOVERY
Spoiler:
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
Armors Spoiler:
Glamered Leather Armor
Core Armor 2 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 7 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your Diplomacy or Stealth check, you may draw this card to add 1d4. Spoiler:
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:
Corpse Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * You may evade Undead monsters you encounter. * When you suffer any damage, you may draw this card to reduce it by 1. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 7 check to recharge instead. Spoiler:
Shield of Resistance
Core Armor 2 Traits: Offhand Shield To Acquire: Constitution Fortitude 8 When you suffer Acid, Cold, Combat, Electricity, or Fire damage, freely reveal to reduce it by 2. On your Melee combat check, freely recharge to reroll a d4, d6, or d8. After playing this armor, you may not play a 2-Handed boon this encounter. Spoiler:
Sable Company Hide
CotCT Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Survival 11 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * On your combat, Constitution, or Fortitude check, you may recharge to add your Survival. Items Spoiler:
White War Paint
CotCT Item 2 Traits: Liquid Paint To Acquire: Melee Divine 5 Display. While displayed: * On your checks against Undead banes, add 1d8. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Spoiler:
Liquid Courage
CotCT Item 2 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * Remove your scourge Frightened. * You may banish to ignore a monster's before acting powers. DURING RECOVERY
Spoiler:
Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Spoiler:
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 Enervation
Core Item 3 Traits: Magic Wand To Acquire: Intelligence Arcane 10 On any combat check, bury or banish to decrease the difficulty by 2d4. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 12 check to recharge it instead. Allies Spoiler:
Bound 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:
Ausio Carowyn
CotCT Ally 3 Traits: Human Loot To Acquire: Charisma Diplomacy 7 OR Banish A Weapon 0 On a local check to acquire, bury to add 2d12. Discard to explore. This exploration, if you are at an Urban location, when you encounter a card, you may evade it and explore again. Spoiler:
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:
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:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Blessings Spoiler:
Sands of the Hour
CotCT Blessing 0 Traits: Arcane Divine When this is the hour: No effect. To Acquire: Arcane Divine Knowledge Perception 4 On any check using a skill listed in the hour's check to acquire, recharge to bless. Discard to examine the top card of your location, then you may explore. Spoiler:
Lady Despair
Core Blessing 3 Traits: Deity: Urgathoa Divine When this is the hour: On your turn, if you would suffer a scourge, a random local character suffers it instead. To Acquire: Constitution Divine Fortitude 8 On any check, discard to bless. On a Fortitude check or a check that invokes the Undead trait, discard to bless twice. Discard to explore. This exploration, if you would suffer a scourge, a random other character suffers it instead. Spoiler:
The Brass Dwarf
CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: The first time you discard cards as damage this turn, recharge 1 of them instead. To Acquire: Constitution Fortitude 4+# On any Constitution check, discard to bless twice. Discard to explore. Spoiler:
Nethys's Duality
Core Blessing 1 Traits: Deity: Nethys Divine Veteran When this is the hour: On your check against a spell, add 1d4. To Acquire: Intelligence Arcane Divine 4+# On any check, discard to bless. On an Intelligence or a Wisdom check, freely discard to bless. Discard to examine the top 2 cards of your location and return them in any order. Spoiler:
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: 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: 8 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
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 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
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 7 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
The Idiot CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: When you fail a check, suffer the scourge Drained. To Acquire: Intelligence Knowledge 4+# On your check, after the roll, discard this card and banish a boon to change a die to a value you choose. Discard to explore. This exploration, you may not evade. Spoiler: Hourglass Card 8 Damiel/tcolmaster01
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #0: Base
Base Card 1: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 2: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 3: Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Base Card 4:
Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Location #1: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Damiel/tcolmaster01, Harsk/Matsu_Kurisu, None Dungeons 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 #2: Laboratory Urban At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage. When Closing: Succeed at an Intelligence or Craft 5+# check. When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others. M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Lini/Bigguyinblack, None Laboratory Card 1: Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Laboratory 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. Laboratory Card 3: Warband
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: None 0 When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location. Laboratory Card 4: Circlet of Mental Acuity
Core Item 2 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 11 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1. Laboratory Card 5: Twisted Space
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 When a character encounters a monster, banish to let them evade it; a local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Laboratory Card 6: 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. Laboratory Card 7: Bahor
CotCT Story Bane 3 Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 20 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Laboratory Card 8: Enormous Reefclaw
CotCT Monster 3 Traits: Aberration Aquatic To Defeat: Combat 19 Before acting, each local character suffers 1 Combat damage. If this monster would be defeated, reroll. Laboratory Card 9: Riding Allosaurus
Core Ally 2 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 14 Recharge to move. You may not use this power during an encounter. On a local combat check, recharge to add 1d6. Discard to explore. This exploration, on your first combat check, add 1d6. Laboratory Card 10: Banner of the Ancient Kings
Core Item 2 Traits: Magic Object To Acquire: Charisma Diplomacy Fortitude Melee 10 Display. While displayed: * On all combat checks, add 1. If any character fails a combat check, bury this item. * Bury to remove a total of up to 1d4 scourges from any number of characters. If proficient with armors, when you would bury this item for its power, you may discard it instead. Laboratory Card 11: Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning.
Out of Turn Updates: None Turn - Hour: Incitation
The difficulty of combat checks is increased by 2.
Damiel ends their turn. Damiel attempts to recover all cards in their Recovery pile.
" Damiel wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Deathtrap in a Jar, Pheromones, Corrosive Dagger +1, Poisoned Sand tube, Major Cure, Galvanic Chakram +1, Alchemist's Fire, Bloodroot Poison (Core), Potion of Heroism Recharged: Potion of Focus, Cure (Core), Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d4 ☐ +1 ☐ +2 Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Disable +1 Constitution d6 ☐ +1 ☐ +2 Intelligence d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Craft +3 Wisdom d6 ☐ +1 ☐ +2 Perception +2 Charisma d4 ☐ +1 Favored Card: Weapon
During This Adventure: The servitor demon is the henchman Shadow Demon. Shadow Demon:
Henchman Type: Monster Traits: Outsider Demon Incorporeal Servitor To Defeat: Combat 20 The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage. "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card. After you begin Adventure 3, when you would banish a bane that
During This Scenario: Additional Rules: When you defeat a Grimslake, you may immediately attempt to
COHORTS:
Aron Kir:
Cohort Traits: Human Rogue Mendevian Veteran To Acquire: 0 Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait. Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location. Sir Ilivan:
Cohort Traits: Half-Elf Cavalier To Acquire: 0 Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait. Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait. During your give a card step, reveal this card to give it to another character at any location. Vinst:
Cohort Traits: Satyr Druid To Acquire: 0 When you attempt to close a location, return this card to the box to automatically close it. Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand. Scenario Level (#): 3 Turn: 22, Alahazra/Grizzly Random Cards:
Monsters Spoiler:
Lost Soul
WotR Monster 3 Traits: Undead To Defeat: Combat 19 The Lost Soul is immune to the Electricity, Mental, and Poison traits. If undefeated, display this card next to your deck. While displayed, discard any cards you draw. At the start of the next turn, banish this card. This lost soul's fragmented memories evoke sorrow, longing, and a vengeful hatred for all living things_ Spoiler:
Cave Viper
WotR Monster B Traits: Animal Basic To Defeat: Combat 8 All damage dealt by a Cave Viper is Poison damage. Before you act, the Cave Viper deals 1 Poison damage to you. If the check to defeat has the Cold trait, add 1d8. Cave vipers track you by scent; they smell you before you see them_ Spoiler:
Ghoul
WotR Monster B Traits: Undead Ghoul To Defeat: Combat 11 The Ghoul is immune to the Mental and Poison traits. If undefeated, end your turn. Spoiler:
Bunyip
WotR Monster B Traits: Bunyip Aquatic Elite To Defeat: Combat 9 Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn. Damage dealt by the Bunyip may not be reduced. The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_ Spoiler:
Warmonger Wasp
WotR Monster 3 Traits: Construct Vermin To Defeat: Combat 19 You may not play spells that have the Attack trait. Before you act, the Warmonger Wasp deals 1d4 Electricity damage to you. While you act, all damage dealt by the Warmonger Wasp is Poison damage. This construct is an amalgum of protoplasmic flesh and pure chaos_ Barriers Spoiler:
Arboreal Blight
WotR Barrier B Traits: Skirmish Demon To Defeat: None 0 Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth. Spoiler:
Temptation of Favor
WotR Barrier 3 Traits: Temptation To Defeat: None 0 Draw 3 non-Basic blessings from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; expend 1d4-1 mythic charges. Otherwise, the barrier is defeated. After you act, banish the barrier. Spoiler:
Temptation of Arms
WotR Barrier B Traits: Temptation To Defeat: None 0 Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4+1 Combat damage. Otherwise the barrier is defeated. After you act, banish this barrier. Spoiler:
Baleful Shadows
WotR Barrier B Traits: Obstacle Undead Elite To Defeat: Wisdom Divine Stealth 11 If undefeated, a character at your location summons and encounters the henchman Wight. Spoiler:
Temptation of Lucre
WotR Barrier B Traits: Temptation To Defeat: None 0 Draw 3 items from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated. After you act, banish this barrier. Weapons Spoiler:
Corrosive Dagger +1
WotR Weapon B Traits: Knife Ranged Piercing Magic Elite To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait. When playing another weapon, you may discard this card to add 1d4+1 to your combat check. Spoiler:
Rod of the Viper
WotR Weapon 3 Traits: Mace Melee Bludgeoning Magic Corrupted Elite To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d12 and the Poison trait. Display this card. While displayed, add 1d12 and the Poison trait to your combat checks. At the end of the turn, discard this card; if this card has the Corrupted trait, you are dealt 1d4+1 Poison damage. Spoiler:
Lance
WotR Weapon B Traits: Polearm Melee Piercing 2-Handed Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check. Spoiler:
Heavy Crossbow
WotR Weapon B Traits: Bow Ranged Piercing 2-Handed To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Quarterstaff of Vaulting
WotR Weapon B Traits: Staff Melee Bludgeoning 2-Handed Finesse Magic Elite To Acquire: Strength Melee 9 OR Acrobatics 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6. Recharge this card to automatically succeed at your Acrobatics check. Discard this card to put the second card of your location deck on top of your location deck. Spells Spoiler:
Brilliance
WotR Spell B Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane Wisdom Divine 6 Display this card next to a character. While displayed, add 3 to that character's Intelligence checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it. Spoiler:
Lightning Touch
WotR Spell B Traits: Magic Arcane Attack Electricity Basic To Acquire: Intelligence Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it. Spoiler:
Cure
WotR Spell B Traits: Magic Divine Healing Basic To Acquire: Wisdom Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
Unearthly Aim
WotR Spell 2 Traits: Magic Arcane To Acquire: Intelligence Arcane 8 Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check. Spoiler:
Dismissal
WotR Spell 2 Traits: Magic Arcane Divine Attack Veteran To Acquire: Intelligence Arcane 10 OR Wisdom Divine 8 For your check to defeat a bane that has the Outsider trait, use your Arcane or Divine skill + 2d8 plus the scenario's adventure deck number. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 10 check to recharge this card instead of discarding it. Armors Spoiler:
Spellcaster's Shield
WotR Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude Arcane Divine 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Bejeweled Helm
WotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 10 Recharge this card to add 1d6 and the Fire trait to your combat checks. Recharge this card to reduce Combat or Fire damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it. If proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Spiked Plate
WotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check. Recharge this card to reduce Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Helm
WotR Armor B Traits: Heavy Armor Basic To Acquire: Constitution Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it. Spoiler:
Helm of the Valkyrie
WotR Armor 1 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 At the end of your turn, bury this card to move. Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it. If proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Nectar of the Gods
WotR Item B Traits: Liquid Mythic To Acquire: Wisdom Divine 9 Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card. Banish this card and choose a character at your location to get a mythic charge. Spoiler:
Codex
WotR Item B Traits: Book Basic To Acquire: Intelligence Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it. Spoiler:
Holy Water Grenade
WotR Item B Traits: Liquid Magic Divine Basic To Acquire: Wisdom Divine 6 Discard this card to evade a bane you encounter that has the Outsider or Undead trait. Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower. Spoiler:
Almanac
WotR Item 1 Traits: Book Elite To Acquire: Intelligence Knowledge 7 Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it. Spoiler:
Blood Periapt
WotR Item B Traits: Accessory Magic Basic To Acquire: Constitution Fortitude 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it. Allies Spoiler:
Jesker Helton
WotR Ally 3 Traits: Human Cleric To Acquire: None 0 To acquire this card, summon and defeat this adventure's servitor demon. Recharge this card to add 1d4 to your Divine or Ranged check. Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. Spoiler:
Lann
WotR Ally 1 Traits: Mongrel Guard Veteran To Acquire: Charisma Diplomacy 0 The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box. For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon. Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter. Spoiler:
Fortune-Teller
WotR Ally 1 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Spoiler:
Frog
WotR Ally B Traits: Animal Basic To Acquire: Wisdom Survival 6 Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck. Spoiler:
Pegasus
WotR Ally 3 Traits: Animal Mount To Acquire: Wisdom Survival 11 At the start or end of your turn, discard this card to move; add 1d8 to any check required to move. Discard this card to explore your location, or to move to another location and explore it. Blessings Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Shelyn
WotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Wisdom check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Nethys
WotR Blessing 2 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Deskari
WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Spoiler:
Blessing of Deskari
WotR Blessing 1 Traits: Divine Deskari Corrupted Veteran To Acquire: Survival 7 OR Divine 5 Discard this card to add 1 die to your check. Discard this card to explore your location. If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check. Current Hour: Blessing of Ascension:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Hours Remaining: 8 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Arueshalae/tcolmaster01: Spoiler: Hourglass Card 2 MotherMyrtle/Matsu_Kurisu: Hourglass Card 1 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 3 Alahazra/Grizzly: Hourglass Card 2 MotherMyrtle/Matsu_Kurisu
Blessing of Baphomet WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler: Hourglass Card 4 Arueshalae/tcolmaster01: Hourglass Card 3 Alahazra/Grizzly
Blessing of Abadar WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 MotherMyrtle/Matsu_Kurisu: Hourglass Card 4 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 6 Alahazra/Grizzly: Hourglass Card 5 MotherMyrtle/Matsu_Kurisu
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Arueshalae/tcolmaster01: Hourglass Card 6 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 8 MotherMyrtle/Matsu_Kurisu: Hourglass Card 7 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Location #1: Cemetery
Location #2: Paradise Hill
Location #3: Temple of Iomedae
Location #4: Forsaken Cloister
Location #5: Maze
Maze Card 1: Celestial Armor
WotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 At the end of your turn, bury this card to move. Reveal this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Maze Card 2: Giant Fly
WotR Monster B Traits: Vermin Elite To Defeat: Combat 9 If undefeated, bury a random card from your discard pile. After you act, shuffle this card into a random other open location. You're going to need a bigger flyswatter_ Maze Card 3: Grimslake
WotR Henchman 3 Type: Monster Traits: Aberration To Defeat: Combat 22 OR Survival 12 Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck. If undefeated, bury the top card of your deck. These foul worms are content to chew on the dead__ or those who will be_ Maze Card 4: Hag Coven
SoRi Villain 3 Type: Monster Traits: Hag To Defeat: Combat 24 OR Knowledge Perception 15 Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated. While you act, characters at other locations cannot play cards.
During This Adventure: At the start of each scenario, examine a new Harrow blessing. Its harrow suit is the harrow suit for the scenario. When choosing deck upgrades, treat Harrow blessings that match the scenario's harrow suit as being level #. Each character record the supports they rally, the supporters they uncheck, and the supporters feats they gain on their own Chronicle sheets. When a scenario includes the Base, shuffle all supporters rallied by at least one character into it. Each character may only play supporters they have rallied and may only use supporter feats they have gained. Adventure 4—What Stalks the Shadows
During This Scenario: Additional Rules: Supporters:
Dangers
Traits: Harrow Suit: Crowns
Ashwing Gargoyle:
Story Bane Type: Monster Traits: Gargoyle To Defeat: Combat 23 Resistant to Melee. Vulnerable to Magic. Before acting, if you have the Human trait, suffer the scourge Wounded. If evaded or undefeated, reload this monster into its location. Once each turn, you may bury a card to explore.
Villain: Bahor
Rakshasa:
Story Bane Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 16 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 6 check or suffer 1d4-1 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Scenario Level (#): 4 Turn: 18, Harsk/Matsu_Kurisu
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Catoblepas
CotCT Monster 4 Traits: Aberration Trigger To Defeat: Combat 20 When examined, suffer 1 Poison damage, then you may shuffle this monster into its location. If undefeated, each local character suffers the scourge Poisoned. Spoiler:
Spider Swarm
CotCT Monster 1 Traits: Swarm Vermin To Defeat: Combat 10 Vulnerable to Attack. If defeated by less than 4, shuffle this monster into its location. If undefeated, suffer the scourge Poisoned. Spoiler:
Emperor Scorpion
CotCT Monster 4 Traits: Trigger Vermin Veteran To Defeat: Combat 20 When examined, suffer 1 Poison damage, then encounter this monster. Immune to Mental. If you are at an Underground location, the difficulty to defeat is increased by #. If undefeated, suffer the scourge Poisoned. Spoiler:
Reefclaw
CotCT Monster 1 Traits: Aberration Aquatic To Defeat: Combat 11 If this monster would be defeated, reroll. Spoiler:
Unseen Sentinel
Core Monster 2 Traits: Outsider To Defeat: Combat 11 Before acting, succeed at a Perception 7 check or suffer 1 Force damage and the difficulty to defeat is increased by 3. Do not suffer damage from this monster as usual. Instead, discard the top 1d4 cards of your deck. This encounter cannot be avenged. Barriers Spoiler:
Symbol of Insanity
Core Barrier 3 Traits: Magic Trap To Defeat: Intelligence Wisdom Arcane Divine 12 If undefeated, each local character chooses a random other local character; the chosen character suffers 1d4-1 Combat damage. Spoiler:
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:
Wailing Maidens
CotCT Barrier 3 Traits: Trap Trigger To Defeat: Wisdom Disable Perception Stealth 13 When examined, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. Before acting, succeed at a Constitution or Fortitude 8 check or suffer the scourge Dazed. If undefeated, suffer 1d4 Mental damage that cannot be reduced, then suffer 1d4 Combat damage. Spoiler:
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:
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:
Sawtooth Saber
CotCT Weapon 3 Traits: Finesse Magic Melee Red Mantis Slashing Sword Veteran To Acquire: Strength Acrobatics Melee 13 For your combat check, reveal to use Strength, Acrobatics, or Melee + 1d6+2; if this is not the first combat check to defeat the bane this encounter, add 1d8. If proficient, you may additionally discard to add another 1d8+#. Spoiler:
Verminbane Warhammer
CotCT Weapon 4 Traits: Bludgeoning Hammer Magic Melee To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Red Mantis or Vermin bane, add another 1d12. If proficient, against a monster, you may additionally reload to ignore its after acting powers. Spoiler:
Sawtooth Sabre +2
Inquisitor Weapon 4 Traits: Magic Finesse Melee Slashing Sword To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 + 2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty of checks to defeat during this encounter is decreased by 5. 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:
Limning Starknife
CotCT Weapon 4 Traits: Finesse Knife Magic Melee Piercing Ranged Respect To Acquire: Strength Dexterity Acrobatics Melee Ranged 13 For your combat check, reveal to use Strength, Dexterity, Acrobatics, Melee, or Ranged + 1d4+2. On a local combat check, freely recharge to add 1d4+1. You may use this power even if you have previously revealed this card on this check. After playing this weapon on a check, powers that reroll dice may be ignored. Spells Spoiler:
Enervation
CotCT Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 6 On any combat check, freely banish to decrease the difficulty by 2d4. DURING RECOVERY
Spoiler:
Giant Form
CotCT Spell 4 Traits: Arcane Magic Divine To Acquire: Intelligence Wisdom Arcane Divine 13 Display next to a local character. While displayed: * This character's Strength and Constitution skills are 1d12+4. * On this character's Strength checks, add 1d4. * At the end of the turn, banish. DURING RECOVERY
Spoiler:
Fly
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 8 Banish to examine the top card of up to 2 locations, then a local character may move. You may not play this spell during an encounter. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane or Divine 10 check to recharge it instead. Spoiler:
Acid Rain
CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY
Spoiler:
Mistform
CotCT Spell 3 Traits: Arcane Magic To Acquire: Intelligence Wisdom Arcane Divine 10 When you encounter a non- Incorporeal monster, banish to evade it. On a local check to defeat an Obstacle or Trap barrier, banish to add 2d8. DURING RECOVERY
Armors Spoiler:
Magic Spiked Full Plate
CotCT Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Display. While displayed: * When you suffer any damage, you may draw this card to reduce it by 1. * When you suffer Combat damage, you may draw this card to reduce it by 2. * If proficient, when you suffer any damage, you may discard to reduce it to 0; you may succeed at a Fortitude 6 check to recharge instead. * If proficient, on your Melee combat check, you may recharge to add 1d4 and the Magic and Piercing traits. Spoiler:
Lion's Helm
Core Armor 3 Traits: Heavy Armor Helm To Acquire: Constitution Fortitude 10 When you suffer Combat damage, freely reveal to reduce it by 2. If proficient, when you suffer any damage, freely reveal to reduce it by 1. Discard to remove the scourges Exhausted and Frightened from all local characters. After playing this armor, you may not play a Helm boon this encounter. Spoiler:
Glamered Leather Armor
Core Armor 2 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 7 Display. While displayed: * When you suffer Cold or Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * On your Diplomacy or Stealth check, you may draw this card to add 1d4. Spoiler:
Impervious Chain Shirt
Core Armor 3 Traits: Light Armor Magic To Acquire: ConstitutionFortitude 11 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 4. * When you suffer any damage, you may bury to reduce it to 0. * You may discard to remove 1 of your scourges. Spoiler:
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:
Wand of Acid Burst
CotCT Item 1 Traits: Acid Arcane Attack Magic Wand To Acquire: Intelligence Arcane 6 For your combat or Disable check, bury or banish to use Arcane + 2d4. DURING RECOVERY
Spoiler:
Red Mantis Mask
CotCT Item 3 Traits: Accessory Deity: Achaekek Magic Red Mantis To Acquire: Constitution Fortitude 8 On your Melee or Ranged combat check, reveal to add 1. If you have a role card or you reveal a blessing that has the Achaekek trait, add 2 instead. On your check that invokes the Poison, Red Mantis, or Vermin trait, recharge to add 1d8. Spoiler:
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:
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:
Bloodroot Poison
CotCT Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 9 Display. While displayed: * On your Melee or Ranged combat check, you may bury to add 1d8 and the Poison trait. If proficient, or if you have the Craft or Disable skill, you may reload instead. Allies Spoiler:
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:
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:
Naval Hero
CotCT Ally 2 Traits: Human Swashbuckler To Acquire: Charisma Diplomacy Melee 9 On a local combat or Charisma check, recharge to add 1d6. Discard to explore. If you are at an Aquatic location, recharge instead. Spoiler:
Landshark Whelp
CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY
Spoiler:
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:
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:
Lamashtu's Madness
Core Blessing 2 Traits: Deity: Lamashtu Divine Veteran When this is the hour: On your check against a monster, add 1. Damage suffered from monsters is increased by 1. To Acquire: Intelligence Arcane Divine 5+# On any check against a monster, discard to bless twice. Recharge to explore, then a random character summons and encounters a monster. Spoiler:
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:
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: 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: 11 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Lini/Bigguyinblack: Spoiler: Hourglass Card 2 Damiel/tcolmaster01: Hourglass Card 1 Lini/Bigguyinblack
The Dance CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: When at least 3 types of boon are played on any check, a character may draw a card. To Acquire: Dexterity Acrobatics 4+# On another character's check, discard to bless twice. Discard to explore. Spoiler: Hourglass Card 3 Harsk/Matsu_Kurisu: Hourglass Card 2 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 3 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 4 Lini/Bigguyinblack
Abadar's Law Core Blessing 1 Traits: Deity: Abadar Divine Veteran When this is the hour: On your check to close or to guard, add 1d4. To Acquire: Diplomacy Disable Divine 4+# On any check, discard to bless. On a check to acquire, recharge to bless. Discard to explore. Spoiler: Hourglass Card 6 Harsk/Matsu_Kurisu: Hourglass Card 5 Damiel/tcolmaster01
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 Lini/Bigguyinblack: Hourglass Card 6 Harsk/Matsu_Kurisu
The Owl CotCT Blessing 1 Traits: Harrow Suit: Stars Veteran When this is the hour: Your Survival check is blessed. To Acquire: Wisdom Survival 4+# On your check, freely discard to use your Wisdom die instead of the normal die. Discard to explore. This exploration, if you are at a Wild location, local checks are blessed. Spoiler: Hourglass Card 8 Damiel/tcolmaster01: Hourglass Card 7 Lini/Bigguyinblack
The Lady of Mysteries Core Blessing 3 Traits: Deity: Pharasma Divine When this is the hour: On your check against an Undead card, when you would discard a boon to bless, you may recharge it instead. To Acquire: Wisdom Divine 8 On any check, discard to bless. On a check against an Undead bane, recharge to bless. Discard to draw 3 cards, then recharge 3 cards, then you may explore. Spoiler: Hourglass Card 9 Harsk/Matsu_Kurisu: Hourglass Card 8 Damiel/tcolmaster01
Gorum's Iron Core Blessing 1 Traits: Deity: Gorum Divine Veteran When this is the hour: On your non-Attack combat check, add 1. To Acquire: Divine Melee Ranged 4+# On any check, discard to bless. On a non-Attack combat check, recharge to bless. Discard to explore. Spoiler: Hourglass Card 10 Lini/Bigguyinblack: Hourglass Card 9 Harsk/Matsu_Kurisu
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 Damiel/tcolmaster01: Hourglass Card 10 Lini/Bigguyinblack
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 11 Damiel/tcolmaster01
The Peacock CotCT Blessing 1 Traits: Harrow Suit: Keys Veteran When this is the hour: On your check, if no boons are played, it is blessed. To Acquire: Dexterity Diplomacy 4+# On any check, recharge to bless. No other boon may be played on this check. Discard to explore. Location #0: Base
Base Card 1: Moise
YoRR Supporter 2 Traits: Human Hunter Display. While displayed: • You may bury to heal a local character a card and you may remove the scourges Plagued, Poisoned, and Wounded from them. • [] You may bury to draw a card, then each local character may recharge a card; any that do may draw a card. The infection has really gotten to him. I’m afraid he won’t be the only one; this is spreading too quickly. We need to find something to help. Base Card 2: Pathfinder Bodyguard
YoRR Supporter 0 Traits: Human Fighter Display. While displayed: • When a local character suffers damage, you may bury to reduce it to 0. • [] To let any character avenge, you may bury; during the encounter, add 1d6 to all checks. Pathfinders take all types. Some read books, delve tombs, or influence politics. I get stabbed and bludgeoned. Base Card 3: Jayna Lemore
YoRR Supporter 3 Traits: Human Paladin Display. While displayed: • On any combat check, after the roll, you may bury to add 1d6 and the Magic trait. • [] You may bury to allow a local character to ignore a card’s before or after acting power. Please, before it’s too late, ride with me and let us save the fortress. Base Card 4:
Pathfinder Chronicler
YoRR Supporter 0 Traits: Human Bard Display. While displayed: • On any check against a barrier, a spell, or an item, you may bury to add 1d4+#. • [] You may bury to examine the top 3 cards of any location. Oh! I do think I read about that recently. Now, was it in the Bestiary of Garund or that latest report from Absalom...? Location #1: 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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Harsk/Matsu_Kurisu, None Dungeons Card 1 (Eternal Glyphs): Eternal Glyphs
CotCT Barrier 4 Traits: Magic Trap To Defeat: Intelligence Knowledge 13 OR Disable 12 If undefeated and the result was less than 6, suffer 1d4 Mental damage that may not be reduced. If undefeated and the result was 6 or higher, suffer the scourges Drained, Entangled, and Exhausted. Then reload this barrier into its location. Dungeons Card 2:
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 #2: Laboratory Urban At This Location: When you fail a check to defeat a bane, suffer 1 Acid damage. When Closing: Succeed at an Intelligence or Craft 5+# check. When Permanently Closed: Summon 3 spells and encounter 1 of them; banish the others. M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: Damiel/tcolmaster01, None Laboratory Card 1: Restoration
CotCT Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Banish to let a local character draw 2 cards. You may not use this power during an encounter. DURING RECOVERY
Laboratory 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. Laboratory Card 3: Warband
Core Barrier 1 Traits: Skirmish Veteran Trigger To Defeat: None 0 When examined, succeed at a Stealth 7+# check or encounter this barrier. Summon and encounter a monster, then each other local character summons and encounters it. If the one you summoned is defeated, this barrier is defeated; otherwise, shuffle this barrier into a random location. Laboratory Card 4: Circlet of Mental Acuity
Core Item 2 Traits: Accessory Magic To Acquire: Intelligence Wisdom Charisma 11 On your Intelligence, Wisdom, or Charisma check, freely reveal to add 1. Laboratory Card 5: Twisted Space
Core Spell 2 Traits: Arcane Magic To Acquire: Intelligence Arcane 8 When a character encounters a monster, banish to let them evade it; a local character may encounter it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 10 check to recharge it instead. Laboratory Card 6: 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. Laboratory Card 7: Bahor
CotCT Story Bane 3 Type: Monster Traits: Outsider Rakshasa To Defeat: Combat 20 Resistant to Attack. Vulnerable to Piercing. Before acting, each local character must succeed at a Dexterity or Acrobatics 8 check or suffer 1d4 Electricity damage. After the roll, if the check was not blessed, reroll 1 die with the highest value. Laboratory Card 8: Enormous Reefclaw
CotCT Monster 3 Traits: Aberration Aquatic To Defeat: Combat 19 Before acting, each local character suffers 1 Combat damage. If this monster would be defeated, reroll. Laboratory Card 9: Riding Allosaurus
Core Ally 2 Traits: Animal Mount To Acquire: Wisdom Charisma Survival 14 Recharge to move. You may not use this power during an encounter. On a local combat check, recharge to add 1d6. Discard to explore. This exploration, on your first combat check, add 1d6. Laboratory Card 10: Banner of the Ancient Kings
Core Item 2 Traits: Magic Object To Acquire: Charisma Diplomacy Fortitude Melee 10 Display. While displayed: * On all combat checks, add 1. If any character fails a combat check, bury this item. * Bury to remove a total of up to 1d4 scourges from any number of characters. If proficient with armors, when you would bury this item for its power, you may discard it instead. Laboratory Card 11:
Skeleton
Core Monster 0 Traits: Skeleton Undead Veteran To Defeat: Combat 10+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Location #3: Manor Urban At This Location: At the start of your turn, you may recharge an item or a spell to draw a card. When Closing: Succeed at a Charisma or Diplomacy 5+# check. When Permanently Closed: Search your deck for a card and draw it. M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1 Located/Displayed Here: Lini/Bigguyinblack, None Manor Card 1: Lyrune-quah Truthspeaker
CotCT Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy Divine 12 OR Recharge A Respect Boon 0 On a local Wisdom or Divine check, recharge to add 1d6; after the check, heal 2 cards. Discard to explore, or to move then explore. You may not use this power during an encounter. Manor Card 2: Fortune-Teller
Inquisitor Ally 4 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Manor Card 3: Invisible Wall
Core Barrier 2 Traits: Lock Magic Trigger To Defeat: Arcane Divine Perception 9 When examined, succeed at a Dexterity or Disable 9 check to banish this barrier. If you fail, reload this barrier into its location and end your turn. If defeated, you may explore. Manor Card 4: 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. Manor 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.
During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait. During This Scenario: Additional Rules: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it. To win the scenario, defeat any villain while all three villains are in the same location deck. Scenario Level (#): 6 Turn: 12, Uliah/TheChu Random Cards:
Monsters Spoiler:
Redcap
RotR Monster 4 Traits: Fey To Defeat: Combat 17 OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck. Spoiler:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Spoiler:
Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Spoiler:
Hungerer
RotR Monster 6 Traits: Aberration To Defeat: Combat 22 The Hungerer is immune to the Acid and Poison traits. If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you. Spoiler:
Roc
RotR Monster 4 Traits: Animal To Defeat: Combat 17 If undefeated, move to a random open location and shuffle the Roc into that deck. Barriers Spoiler:
Pit Trap
RotR Barrier B Traits: Trap To Defeat: Wisdom Perception 7 OR Dexterity Acrobatics 8 If defeated, you may immediately explore again. If undefeated, each character at this location is dealt 1d4 Combat damage. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: WisdomPerceptionDexterityAcrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Spoiler:
Pit of Malfeshnekor
RotR Barrier 1 Traits: Cache To Defeat: None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage. After the encounter, banish the Pit of Malfeshnekor. Spoiler:
Disjunction Pulse
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable 15 If your check to defeat the Disjunction Pulse fails by 3 or more, each character at this location must recharge every card with the Magic trait in her hand. Weapons Spoiler:
Longsword +1
RotR Weapon B Traits: Magic Melee Slashing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Dogslicer +1
RotR Weapon 1 Traits: Finesse Magic Melee Piercing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card. Spoiler:
Flaming Ranseur +3
RotR Weapon 5 Traits: 2-Handed Magic Melee Polearm Slashing To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Flaming Icy Axe +1
RotR Weapon 6 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
War Razor +1
RotR Weapon 2 Traits: Finesse Knife Magic Melee Slashing To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spells Spoiler:
Mass Cure
RotR Spell 4 Traits: Divine Healing Magic To Acquire: Wisdom Divine 12 Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Detect Evil
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Corrosive Storm
RotR Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Sign of Wrath
RotR Spell 6 Traits: Arcane Attack Divine Force Magic To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Armors Spoiler:
Reflecting Shield
RotR Armor 4 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Invincible Breastplate
RotR Armor 5 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 11 Recharge this card to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Boots of Teleportation
RotR Item 6 Traits: Clothing Magic To Acquire: Dexterity Stealth 9 Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter. Spoiler:
Magic Spyglass
RotR Item 4 Traits: Magic Object To Acquire: Intelligence Arcane Wisdom Divine 8 Reveal this card to add 1 die to any Perception check. Discard this card to examine the top 3 cards of your location deck and put them back in any order. Spoiler:
Luckstone
RotR Item B Traits: Magic Object To Acquire: Wisdom Survival 5 Discard this card to add 1 to your check. If you would fail a check by 1, you may bury this card to succeed. Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it. Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Potion of Ghostly Form
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again. Allies Spoiler:
Aldern Foxglove
RotR Ally 1 Traits: Human Noble To Acquire: Charisma Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3. Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell. Spoiler:
Cat
RotR Ally 3 Traits: Animal Arcane To Acquire: Wisdom Survival Intelligence Arcane 8 Reveal this card to add 2 to your check to recharge a spell. Discard this card to explore your location. Spoiler:
Gyukak
RotR Ally 6 Traits: Giant Outsider Oni To Acquire: Charisma Diplomacy 14 Reveal this card to explore your current location, adding 2 to checks to defeat banes during this exploration. Then shuffle Gyukak into a random open location deck, or banish Gyukak if there are no open locations. Spoiler:
Velociraptor
RotR Ally 5 Traits: Animal To Acquire: Wisdom Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Gorum
RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Gozreh
RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Current Hour: Blessing of the Gods:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Sajan/Gimry: Spoiler: Hourglass Card 2 Zetha/tcolmaster01: Hourglass Card 1 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Uliah/TheChu: Hourglass Card 2 Zetha/tcolmaster01
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Sajan/Gimry: Hourglass Card 3 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Zetha/tcolmaster01: Hourglass Card 4 Sajan/Gimry
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Uliah/TheChu: Hourglass Card 5 Zetha/tcolmaster01
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Sajan/Gimry: Hourglass Card 6 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Zetha/tcolmaster01: Hourglass Card 7 Sajan/Gimry
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Uliah/TheChu: Hourglass Card 8 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Sajan/Gimry: Hourglass Card 9 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 11 Zetha/tcolmaster01: Hourglass Card 10 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Uliah/TheChu: Hourglass Card 11 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Sajan/Gimry: Hourglass Card 12 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Zetha/tcolmaster01: Hourglass Card 13 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Uliah/TheChu: Hourglass Card 14 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Sajan/Gimry: Hourglass Card 15 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Zetha/tcolmaster01: Hourglass Card 16 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Uliah/TheChu: Hourglass Card 17 Zetha/tcolmaster01
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Uliah/TheChu
Blessing of Nethys RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Death Zone
Location #2: Mountain Peak
Mountain Peak Card 1: Warden of Runes
RotR Henchman 6 Type: Monster Traits: Giant To Defeat: Combat 23 The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location. Mountain Peak Card 2: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Mountain Peak Card 3: Killing Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location. Mountain Peak Card 4: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Mountain Peak Card 5:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Location #3: Ravenous Crypts of Gluttony At This Location: While you are here, your hand size is increased by 2. When Closing: Succeed at a Wisdom or Survival 12 check. When Permanently Closed: No effect. M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2 Located/Displayed Here: Sajan/Gimry, None Ravenous Crypts of Gluttony Card 1: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Ravenous Crypts of Gluttony Card 2: Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Ravenous Crypts of Gluttony Card 3: Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 4: Vicious Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 5: Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Ravenous Crypts of Gluttony Card 6: Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Ravenous Crypts of Gluttony Card 7: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Ravenous Crypts of Gluttony Card 8: Sharpening Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 9: Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 10:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Location #4: Deeper Dungeons Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #5: Treacherous Cave
Out of Turn Updates: None Turn - Hour: Blessing of the Gods
Zetha ends their turn. Zetha attempts to recover all cards in their Recovery pile. Zetha resets their hand.
" Zetha wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Shapechange (Core), Blessing of the Gods, Toad, Blessing of Abadar, Seamantle, Bound Imp, Blazing Servant, Blessing of Sivanah, Blackwing Librarian, Wings of Vengeance, Blessing of Nethys, Bound Magma Spirit, Samisen of Oracular Vision Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d4 ☐ +1 Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4 Stealth: Dexterity +3 Constitution d6 ☐ +1 ☐ +2 Intelligence d8 ☐ +1 ☐ +2 Wisdom d4 ☐ +1 ☐ +2 Charisma d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4 Arcane: Charisma +2 Diplomacy: Charisma +1 Favored Card: Spell
During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait. During This Scenario: Additional Rules: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it. To win the scenario, defeat any villain while all three villains are in the same location deck. Scenario Level (#): 6 Turn: 11, Zetha/tcolmaster01 Random Cards:
Monsters Spoiler:
Deathweb
RotR Monster 4 Traits: Undead To Defeat: Combat 17 OR Divine 14 The Deathweb is immune to the Mental and Poison traits. Before the encounter, the Deathweb deals 1 point of Combat damage to each character at this location. If undefeated, the Deathweb deals 1 point of Poison damage to each character at this location. Spoiler:
Elder Earth Elemental
RotR Monster 5 Traits: Elemental To Defeat: Combat 18 The Elemental is immune to the Mental and Poison traits. If undefeated, put the Elemental on the bottom of the location deck. Spoiler:
Warden of Thunder
RotR Monster 6 Traits: Giant To Defeat: Combat 23 The Warden of Thunder is immune to the Electricity trait. Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage. Damage dealt by the Warden of Thunder is dealt to each character at this location. Spoiler:
Scarlet Walker
RotR Monster 6 Traits: Outsider To Defeat: Combat 20 The Scarlet Walker is immune to the Acid, Cold, and Poison traits. Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait. Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile. Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait. Spoiler:
Ogrekin
RotR Monster 3 Traits: Giant Ogrekin To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4: 1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1. 2. Damage dealt by the Ogrekin is increased by 2. 3. The Ogrekin may not be evaded. 4. After the encounter, put the Ogrekin on the bottom of the location deck. Barriers Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: WisdomPerceptionDexterityAcrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Avalanche
RotR Barrier 6 Traits: Cold Obstacle To Defeat: Dexterity Acrobatics Wisdom Survival 16 When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated. Spoiler:
Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Spoiler:
Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Spoiler:
Ranger Stash
RotR Barrier 3 Traits: Cache Lock To Defeat: Dexterity Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand. If undefeated, you may banish this barrier. Weapons Spoiler:
Force Sling +3
RotR Weapon 6 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait. Spoiler:
Venomous Heavy Crossbow +2
RotR Weapon 5 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Dagger +1
RotR Weapon 1 Traits: Finesse Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Giantbane Dagger +1
RotR Weapon 4 Traits: Knife Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait. When playing another weapon, you may discard this card to add 1d4+1 to the combat check. Spoiler:
Heavy Pick +1
RotR Weapon 2 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7. Spells Spoiler:
Bewilder
RotR Spell 6 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 14 Discard this card to evade a monster, placing it on the bottom of the deck. If you are exploring, you may immediately explore again. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding Spoiler:
Incendiary Cloud
RotR Spell 3 Traits: Arcane Attack Fire Magic To Acquire: Intelligence Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Spoiler:
Restoration
RotR Spell 4 Traits: Divine Magic To Acquire: Wisdom Divine 12 Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter If you do not have the Divine skill, banish this card. Succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Swipe
RotR Spell 3 Traits: Arcane Attack Divine Magic To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check. Discard this card to succeed at your check to acquire a weapon, an armor, or an item. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Armors Spoiler:
Reflecting Shield
RotR Armor 4 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 7 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Lesser Bolstering Armor
RotR Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Fortress Shield
RotR Armor 6 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce damage dealt to you by 2. Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Adamantine Plate Armor
RotR Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 14 Reveal this card to reduce damage dealt to you by 1, or recharge it to reduce damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, discard this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Holy Candle
RotR Item B Traits: Divine Magic Object To Acquire: Wisdom Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck. Spoiler:
Staff of Minor Healing
RotR Item 1 Traits: Divine Healing Magic Staff To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile. Spoiler:
Wand of Shield
RotR Item 1 Traits: Arcane Magic Wand To Acquire: Intelligence Arcane 7 Bury this card to reduce Combat damage dealt to you by 2. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Cloak of Elvenkind
RotR Item 2 Traits: Clothing Magic To Acquire: Dexterity Stealth 5 Reveal this card to add 1d6 to your Stealth check. Recharge this card to succeed at your Stealth check. Spoiler:
Ring of Protection
RotR Item 2 Traits: Accessory Magic To Acquire: Constitution Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check. Allies Spoiler:
Ven Vinder
RotR Ally 1 Traits: Human Shopkeeper To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8 Banish this card to add a random item from the box to your hand. Spoiler:
Monkey
RotR Ally 3 Traits: Animal To Acquire: Wisdom Survival 9 Discard this card to succeed at your check to acquire an item or a weapon. Discard this card to explore your location. Spoiler:
Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Spoiler:
Charmed Red Dragon
RotR Ally 4 Traits: Dragon To Acquire: Charisma Diplomacy Arcane Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage. If you do not acquire this card, each character at your location takes 1d4 Fire damage. Spoiler:
Vale Temros
RotR Ally 3 Traits: Human Ranger To Acquire: Strength Melee 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait. Discard this card to explore your location. Blessings Spoiler:
Blessing of Nethys
RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Gorum
RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Norgorber
RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Current Hour: Blessing of the Gods:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/TheChu: Spoiler: Hourglass Card 2 Sajan/Gimry: Hourglass Card 1 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zetha/tcolmaster01: Hourglass Card 2 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Uliah/TheChu: Hourglass Card 3 Zetha/tcolmaster01
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Sajan/Gimry: Hourglass Card 4 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Zetha/tcolmaster01: Hourglass Card 5 Sajan/Gimry
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Uliah/TheChu: Hourglass Card 6 Zetha/tcolmaster01
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Sajan/Gimry: Hourglass Card 7 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Zetha/tcolmaster01: Hourglass Card 8 Sajan/Gimry
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Uliah/TheChu: Hourglass Card 9 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Sajan/Gimry: Hourglass Card 10 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 12 Zetha/tcolmaster01: Hourglass Card 11 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 13 Uliah/TheChu: Hourglass Card 12 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Sajan/Gimry: Hourglass Card 13 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zetha/tcolmaster01: Hourglass Card 14 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Uliah/TheChu: Hourglass Card 15 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Sajan/Gimry: Hourglass Card 16 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Zetha/tcolmaster01: Hourglass Card 17 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Uliah/TheChu: Hourglass Card 18 Zetha/tcolmaster01
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Uliah/TheChu
Blessing of Nethys RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Death Zone
Location #2: Mountain Peak
Mountain Peak Card 1: Vicious Trident +1
RotR Weapon 3 Traits: Magic Melee Piercing Polearm To Acquire: Strength Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3. When you play this weapon, take 1 Force damage that may not be reduced. Mountain Peak Card 2: Warden of Runes
RotR Henchman 6 Type: Monster Traits: Giant To Defeat: Combat 23 The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location. Mountain Peak Card 3: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Mountain Peak Card 4: Killing Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location. Mountain Peak Card 5: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Mountain Peak Card 6:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Location #3: Ravenous Crypts of Gluttony At This Location: While you are here, your hand size is increased by 2. When Closing: Succeed at a Wisdom or Survival 12 check. When Permanently Closed: No effect. M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 2 Located/Displayed Here: Sajan/Gimry, None Ravenous Crypts of Gluttony Card 1: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Ravenous Crypts of Gluttony Card 2: Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Ravenous Crypts of Gluttony Card 3: Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 4: Vicious Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 5: Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Ravenous Crypts of Gluttony Card 6: Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Ravenous Crypts of Gluttony Card 7: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Ravenous Crypts of Gluttony Card 8: Sharpening Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 9: Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 10:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Location #4: Deeper Dungeons Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #5: Treacherous Cave
During This Adventure: The servitor demon is the henchman Shadow Demon. Shadow Demon:
Henchman Type: Monster Traits: Outsider Demon Incorporeal Servitor To Defeat: Combat 20 The Shadow Demon is immune to the Electricity and Poison traits. If the check to defeat does not have the Magic trait, the Shadow Demon is undefeated. Before you act, if your location has the Abyssal trait, you are dealt 1d4 Cold damage. "Don't worry about the things that come out of the shadows_ Worry about the shadows_" -- Spymaster Anevia After you begin Adventure 2, choose a mythic path card. For the rest of the Adventure Path, when you play a scenario in Adventure 2 or higher, the card you chose is your mythic path card. After you begin Adventure 3, when you would banish a bane that
During This Scenario: Additional Rules: When you defeat a Grimslake, you may immediately attempt to
COHORTS:
Aron Kir:
Cohort Traits: Human Rogue Mendevian Veteran To Acquire: 0 Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location. If you don't have a role card, bury any cards that have the Liquid trait. Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location. Sir Ilivan:
Cohort Traits: Half-Elf Cavalier To Acquire: 0 Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait. Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait. During your give a card step, reveal this card to give it to another character at any location. Vinst:
Cohort Traits: Satyr Druid To Acquire: 0 When you attempt to close a location, return this card to the box to automatically close it. Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand. Scenario Level (#): 3 Turn: 21, MotherMyrtle/Matsu_Kurisu Random Cards:
Monsters Spoiler:
Pitborn Scoundrel
WotR Monster B Traits: Pitborn Demon Rogue Elite To Defeat: Combat 12 If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3. Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you. While you act, damage dealt by the Pitborn Scoundrel may not be reduced. Spoiler:
Drocha Swarm
WotR Monster 3 Traits: Undead Swarm Incorporeal To Defeat: Combat 20 OR Wisdom Divine 17 The Drocha Swarm is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Drocha Swarm is undefeated. If you do not defeat the Drocha Swarm by at least 4, succeed at a Constitution or Fortitude 9 check or bury 1d4 random cards from your discard pile. Lost souls coalesce_ Eyes twitch_ Mouths scream_ Spoiler:
Spectre
WotR Monster 2 Traits: Undead Incorporeal Elite To Defeat: Combat 11 OR Wisdom Divine 7 The Spectre is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Spectre is undefeated. If undefeated, move to a random location. This translucent, ghostly figure fades into view, its face distorted by rage into a hideous mask_ Spoiler:
Cultist Archer
WotR Monster 2 Traits: Half-Elf Cultist Ranger To Defeat: Combat 14 Before you act, succeed at a Wisdom or Perception 9 check or the Cultist Archer deals 1d4-1 Ranged Combat damage to you. If undefeated, shuffle the top card of the blessings deck into your location deck. Zealously devoted to his demonic patron, the cultist archer shoots down foes by direct order_ Spoiler:
Vampire Spawn
WotR Monster B Traits: Undead Elite To Defeat: Combat 13 The Vampire Spawn is immune to the Mental and Poison traits. If undefeated, bury a random card from your discard pile. When a vampire creates more undead, sometimes he really doesn't want to create another vampire that might turn against him_ Fortunately, vampire spawn cannot spawn more vampries_ Barriers Spoiler:
Bilious Bottle
WotR Barrier 1 Traits: Trap Poison Elite To Defeat: None 0 Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4. 1. You are dealt 1d4+1 Poison damage. 2. You are dealt 1d4+1 Fire damage. 3. Bury the top card of your deck. 4. Discard a card and banish this barrier. Spoiler:
Explosive Runes
WotR Barrier B Traits: Trap Magic Arcane Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Spoiler:
Telekinesis Trap
WotR Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 14 OR Disable 11 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While this card is displayed, characters at this location cannot move, be moved, or explore. While this card is displayed, at the end of your turn, Telekinesis Trap deals 1d4+1 Acid damage to you. At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Spoiler:
Death of Righteousness
WotR Barrier 2 Traits: Trap Mental Magic To Defeat: Wisdom 12 OR Knowledge 10 Each character at your location encounters this barrier. If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn. After you act, banish this barrier. Spoiler:
Poison Spiked Pit Trap
WotR Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may explore again. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. Weapons Spoiler:
Heavy Pick
WotR Weapon B Traits: Pick Melee Piercing Basic To Acquire: Strength Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7. Spoiler:
Sickle
WotR Weapon B Traits: Knife Melee Slashing Finesse Basic To Acquire: Strength Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. Spoiler:
Heavy Crossbow
WotR Weapon B Traits: Bow Ranged Piercing 2-Handed To Acquire: Dexterity Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10. If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Lance
WotR Weapon B Traits: Polearm Melee Piercing 2-Handed Elite To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check. Spoiler:
Spirit Blade
WotR Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect. When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check. Spells Spoiler:
Fiery Glare
WotR Spell B Traits: Magic Arcane Divine Attack Fire Elite To Acquire: Intelligence Arcane Wisdom Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4. When you encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it. Spoiler:
Restore Mythic Power
WotR Spell 3 Traits: Magic Arcane Divine Mythic To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to allow a character that has fewer mythic charges than the scenario's adventure deck number to get 1 charge. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, if you would discard it, you may succeed at an Arcane or Divine 13 check to recharge it instead. Spoiler:
Unearthly Aim
WotR Spell 2 Traits: Magic Arcane To Acquire: Intelligence Arcane 8 Banish this card to add 10 plus the scenario's adventure deck number to your combat check that has the Strength, Melee, or Ranged check. Spoiler:
Enchanted Fang
WotR Spell B Traits: Magic Arcane Divine Basic To Acquire: Intelligence Arcane Wisdom Divine 5 When a character at your location attempts a combat check, if he plays an ally that has the Animal trait or does not play cards that have the Attack trait or weapons, discard this card to add 1d4 and the Magic trait to that check. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it. Spoiler:
Heat Metal
WotR Spell 2 Traits: Magic Arcane Divine Attack Fire Elite To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7 Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location. Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Trap or Lock trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it. Armors Spoiler:
Corroded Helm
WotR Armor B Traits: Heavy Armor Corrupted Elite To Acquire: Constitution Fortitude 3 If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card. Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it. Spoiler:
Sniper's Studded Leather
WotR Armor 3 Traits: Light Armor Magic Elite To Acquire: Constitution Fortitude Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat check or Perception check. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Imperial Army Greathelm
WotR Armor 2 Traits: Heavy Armor Magic Veteran To Acquire: Constitution Fortitude Charisma 8 Recharge this card to add 2 to your Charisma check or your check to defeat a bane that has the Army trait, or to reduce Combat damage dealt to you by 2; if proficient with heavy armors, you may add the scenario's adventure deck number instead. If proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Leather Armor
WotR Armor B Traits: Light Armor Basic To Acquire: Constitution Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. Spoiler:
Spellcaster's Shield
WotR Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude Arcane Divine 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Planar Tuning Fork
WotR Item 2 Traits: Tool Magic To Acquire: Intelligence Knowledge 10 While at a permanently closed location, bury this card to choose and display a location from the box faceup next to your location. (The displayed card does not count as a location.) While displayed, treat the closed location as if it had the At This Location power from the displayed card. At the end of the turn, banish the displayed card. Spoiler:
Almanac
WotR Item 1 Traits: Book Elite To Acquire: Intelligence Knowledge 7 Discard this card to add 1d6 to your check to close a location. After playing this card, you may succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it. Spoiler:
Nahyndrian Elixer
WotR Item 2 Traits: Liquid Temptation Corrupted Mythic To Acquire: Intelligence Craft Knowledge 10 Display this card. While displayed, at the start of your turn, you may bury 1d4 random cards from your deck to get a mythic charge. If this card has the Corrupted trait, banish it at the end of the scenario. Spoiler:
Pure Holy Water
WotR Item 3 Traits: Liquid Magic Divine To Acquire: Craft Wisdom Divine 12 Discard this card to evade a bane you encounter that has the Outsider or Undead trait. Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait. Spoiler:
Exorcism Kit
WotR Item B Traits: Tool Veteran To Acquire: Wisdom Divine 8 Recharge this card to add the Magic trait to any check by a character at your location. Discard this card to evade a non-henchman, non-villain bane you encounter that has the Demon, Devil, or Fiend trait; shuffle that bane into a random open location. After playing this card, you may succeed at a Divine check with a difficulty of 5 plus twice the bane's adventure deck number to recharge this card instead of discarding it. Allies Spoiler:
Teamster
WotR Ally B Traits: Human Hireling Basic To Acquire: Constitution Fortitude 7 OR Charisma Diplomacy 6 Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check. Discard thi card to explore your location. Spoiler:
Recruit
WotR Ally B Traits: Human Soldier Basic To Acquire: Charisma Diplomacy 3 Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead. Discard this card to explore your location. Spoiler:
Frog
WotR Ally B Traits: Animal Basic To Acquire: Wisdom Survival 6 Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck. Spoiler:
Minotaur Mercenary
WotR Ally 2 Traits: Minotaur Hireling Elite To Acquire: Banish a weapon 0 On your first combat check of the turn, recharge this card to add 1d8. Discard this card to explore your location. After playing this card, if the scenario's adventure deck number is 5 or higher, remove this card from the game. Spoiler:
Demon Hunter
WotR Ally B Traits: Human Ranger To Acquire: Melee Ranged 7 OR Charisma Diplomacy 6 Discard this card to add 1d6 to your check against a bane that has the Demon trait. Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait. Blessings Spoiler:
Blessing of the Starsong
WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Sarenrae
WotR Blessing B Traits: Divine Sarenrae To Acquire: Constitution 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any non-combat Constitution check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler:
Blessing of Ascension
WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Current Hour: Blessing of Abadar:
Blessing of Abadar
WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Alahazra/Grizzly: Spoiler: Hourglass Card 2 Arueshalae/tcolmaster01: Hourglass Card 1 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu: Hourglass Card 2 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 4 Alahazra/Grizzly: Hourglass Card 3 MotherMyrtle/Matsu_Kurisu
Blessing of Baphomet WotR Blessing B Traits: Divine Baphomet Corrupted To Acquire: Melee 7 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check attempted during the first exploration of a turn. If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location. Spoiler: Hourglass Card 5 Arueshalae/tcolmaster01: Hourglass Card 4 Alahazra/Grizzly
Blessing of Abadar WotR Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu: Hourglass Card 5 Arueshalae/tcolmaster01
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 7 Alahazra/Grizzly: Hourglass Card 6 MotherMyrtle/Matsu_Kurisu
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Arueshalae/tcolmaster01: Hourglass Card 7 Alahazra/Grizzly
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Spoiler: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu: Hourglass Card 8 Arueshalae/tcolmaster01
Blessing of the Starsong WotR Blessing 3 Traits: Divine Desna To Acquire: Charisma 7 OR Divine 9 Discard this card to add 1 die to a check. During any character's check, bury this card to allow that character to reroll the dice; use the new result. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 MotherMyrtle/Matsu_Kurisu
Blessing of Ascension WotR Blessing B Traits: Divine Mythic Basic To Acquire: Charisma 6 OR Divine 5 If you encounter this card and you have a mythic charge, you automatically acquire it. Discard this card to add 1 die to any check. Discard this card to explore your location. Discard this card to get a mythic charge. Location #1: Cemetery
Cemetery Card 1: Hag Coven
SoRi Villain 3 Type: Monster Traits: Hag To Defeat: Combat 24 OR Knowledge Perception 15 Before you act, another character summons and encounters the Hag Coven. If there is a third character, that character summons and encounters the Hag Coven. If any summoned Hag Coven is not defeated, the Hag Coven you encountered is undefeated. While you act, characters at other locations cannot play cards. Cemetery Card 2: Salamander
WotR Monster 2 Traits: Outsider To Defeat: Combat 15 All damage dealt by the Salamander is Fire damage. If the check to defeat has the Cold trait, add 1d10. If defeated, you may draw a random armor from the box. Spines of crackling flame dance along the salamander's blackened, fiery-red scales_ Cemetery Card 3:
Sickle
WotR Weapon B Traits: Knife Melee Slashing Finesse Basic To Acquire: Strength Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. Location #2: Paradise Hill Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Arueshalae/tcolmaster01, None Location #3: Temple of Iomedae
Location #4: Forsaken Cloister
Location #5: Maze
Maze Card 1: Giant Fly
WotR Monster B Traits: Vermin Elite To Defeat: Combat 9 If undefeated, bury a random card from your discard pile. After you act, shuffle this card into a random other open location. You're going to need a bigger flyswatter_ Maze Card 2: Grimslake
WotR Henchman 3 Type: Monster Traits: Aberration To Defeat: Combat 22 OR Survival 12 Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or bury 1d4-1 cards from the bottom of his deck. If undefeated, bury the top card of your deck. These foul worms are content to chew on the dead__ or those who will be_ Maze Card 3: Celestial Armor
WotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 At the end of your turn, bury this card to move. Reveal this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand.
During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait. During This Scenario: Additional Rules: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it. To win the scenario, defeat any villain while all three villains are in the same location deck. Scenario Level (#): 6 Turn: 9, Uliah/TheChu Random Cards:
Monsters Spoiler:
Hag
RotR Monster 3 Traits: Hag To Defeat: Combat 15 Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait. Spoiler:
Horror Tree
RotR Monster 6 Traits: Plant Treant Undead To Defeat: Combat 22 The Horror Tree is immune to the Mental and Poison traits. Add 1 die to checks to defeat the Horror Tree with the Fire trait. If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location. Spoiler:
Redcap
RotR Monster 4 Traits: Fey To Defeat: Combat 17 OR Divine 12 If undefeated, shuffle the Redcap into a random open location deck. Spoiler:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Spoiler:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Barriers Spoiler:
Circles of Binding
RotR Barrier 4 Traits: Obstacle To Defeat: Intelligence Arcane Wisdom Divine 13 If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card. If you did not find a monster, banish this card. Spoiler:
Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Spoiler:
Pit of Malfeshnekor
RotR Barrier 1 Traits: Cache To Defeat: None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage. After the encounter, banish the Pit of Malfeshnekor. Spoiler:
Trapped Spellbook
RotR Barrier 5 Traits: Arcane Cache Trap To Defeat: Intelligence Arcane Wisdom Divine 15 If defeated, add 1d4 random spells from the box to your hand. If undefeated, each character at this location is dealt 2d4 fire damage; banish this card. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: WisdomPerceptionDexterityAcrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Weapons Spoiler:
Heavy Pick +1
RotR Weapon 2 Traits: Magic Melee Pick Piercing To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7. Spoiler:
Flaming Icy Axe +1
RotR Weapon 6 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Greatclub +3
RotR Weapon 4 Traits: 2-Handed Bludgeoning Club Magic Melee To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Bastard Sword +1
RotR Weapon 1 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Force Sling +3
RotR Weapon 6 Traits: Bludgeoning Magic Ranged Sling To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6+3; you may additionally discard this card to add another 4d4 with the Force trait. Spells Spoiler:
Invoke
RotR Spell 6 Traits: Divine Magic To Acquire: Wisdom Divine 12 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck. If you do not have the Divine skill, banish this card. Spoiler:
Disintegrate
RotR Spell 5 Traits: Arcane Attack Magic To Acquire: Intelligence Arcane 14 For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated. Discard this card to defeat a barrier with the Lock or Obstacle trait. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 16 check to recharge this card instead of discarding it. Spoiler:
Sign of Wrath
RotR Spell 6 Traits: Arcane Attack Divine Force Magic To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check, discard this card to roll your Arcane or Divine die + 3d8 with the Force trait. Each other character at your location is dealt 1 Force damage. If you attempted this check against a monster and did not defeat it, you may evade the monster. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Corrosive Storm
RotR Spell 6 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 12 Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Armors Spoiler:
Bolstering Armor
RotR Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Fortress Shield
RotR Armor 6 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce damage dealt to you by 2. Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Deathbane Shield
RotR Armor 2 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to add the Magic trait to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Magic Full Plate
RotR Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Items Spoiler:
Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Cape of Escape
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move. Spoiler:
Wand of Treasure Finding
RotR Item 5 Traits: Arcane Magic Wand To Acquire: Wisdom Perception 7 Bury this card on your turn to examine your location deck until you find a weapon, an item, or an armor; shuffle the location deck and put that card on top. Succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Spyglass
RotR Item B Traits: Object To Acquire: Wisdom Perception 4 Reveal this card to add 1d6 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Belt of Physical Might
RotR Item 6 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 9 Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check. Allies Spoiler:
Vale Temros
RotR Ally 3 Traits: Human Ranger To Acquire: Strength Melee 8 OR Charisma Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait. Discard this card to explore your location. Spoiler:
Ven Vinder
RotR Ally 1 Traits: Human Shopkeeper To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8 Banish this card to add a random item from the box to your hand. Spoiler:
Sacred Killer
RotR Ally 5 Traits: Half-Orc Rogue To Acquire: Dexterity Stealth 11 OR Charisma Diplomacy 13 Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check. Discard this card to explore your current location. Spoiler:
Mountaineer
RotR Ally 6 Traits: Hireling Human To Acquire: Wisdom Survival 10 OR Charisma Diplomacy 13 Reveal this card to add 2d8 to a Survival check. Recharge this card to reduce damage dealt to your by 3. Discard this card to explore your current location. Spoiler:
Lizard
RotR Ally 4 Traits: Animal Arcane To Acquire: Intelligence Arcane Wisdom Survival 8 Discard this card to succeed at your Stealth or Survival check. Discard this card to explore your location. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Erastil
RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler:
Blessing of Gorum
RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Current Hour: Blessing of the Gods:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Hours Remaining: 21 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Sajan/Gimry: Spoiler: Hourglass Card 2 Zetha/tcolmaster01: Hourglass Card 1 Sajan/Gimry
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 3 Uliah/TheChu: Hourglass Card 2 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 4 Sajan/Gimry: Hourglass Card 3 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Zetha/tcolmaster01: Hourglass Card 4 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Uliah/TheChu: Hourglass Card 5 Zetha/tcolmaster01
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Sajan/Gimry: Hourglass Card 6 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 8 Zetha/tcolmaster01: Hourglass Card 7 Sajan/Gimry
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Uliah/TheChu: Hourglass Card 8 Zetha/tcolmaster01
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Sajan/Gimry: Hourglass Card 9 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Zetha/tcolmaster01: Hourglass Card 10 Sajan/Gimry
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Uliah/TheChu: Hourglass Card 11 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Sajan/Gimry: Hourglass Card 12 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 14 Zetha/tcolmaster01: Hourglass Card 13 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Uliah/TheChu: Hourglass Card 14 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Sajan/Gimry: Hourglass Card 15 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 17 Zetha/tcolmaster01: Hourglass Card 16 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Uliah/TheChu: Hourglass Card 17 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 19 Sajan/Gimry: Hourglass Card 18 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Zetha/tcolmaster01: Hourglass Card 19 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Uliah/TheChu: Hourglass Card 20 Zetha/tcolmaster01
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Uliah/TheChu
Blessing of Nethys RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Death Zone
Death Zone Card 1: Vicious Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location. Death Zone Card 2: Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Death Zone Card 3: Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Death Zone Card 4: Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Death Zone Card 5: Blessing of Lamashtu
RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Death Zone Card 6: Abominable Snowman
RotR Monster 6 Traits: Yeti To Defeat: Combat 18 The Abominable Snowman is immune to the Cold trait. Add 1 die to checks to defeat the Abominable Snowman with the Fire trait. If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1. Death Zone Card 7: Warden of Thunder
RotR Monster 6 Traits: Giant To Defeat: Combat 23 The Warden of Thunder is immune to the Electricity trait. Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage. Damage dealt by the Warden of Thunder is dealt to each character at this location. Death Zone Card 8 (Scarlet Walker):
Scarlet Walker
RotR Monster 6 Traits: Outsider To Defeat: Combat 20 The Scarlet Walker is immune to the Acid, Cold, and Poison traits. Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait. Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile. Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait. Location #2: Mountain Peak At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card. When Closing: Succeed at a Wisdom or Survival 6 check. When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck. M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Zetha/tcolmaster01, Sajan/Gimry, None Mountain Peak Card 1: Vicious Trident +1
RotR Weapon 3 Traits: Magic Melee Piercing Polearm To Acquire: Strength Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3. When you play this weapon, take 1 Force damage that may not be reduced. Mountain Peak Card 2: Warden of Runes
RotR Henchman 6 Type: Monster Traits: Giant To Defeat: Combat 23 The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location. Mountain Peak Card 3: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Mountain Peak Card 4: Killing Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location. Mountain Peak Card 5: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Mountain Peak Card 6:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Location #3: Ravenous Crypts of Gluttony At This Location: While you are here, your hand size is increased by 2. When Closing: Succeed at a Wisdom or Survival 12 check. When Permanently Closed: No effect. M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Ravenous Crypts of Gluttony Card 1 (Sharpening Blade): Sharpening Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 2: Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Ravenous Crypts of Gluttony Card 3: Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Ravenous Crypts of Gluttony Card 4: Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 5: Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Ravenous Crypts of Gluttony Card 6: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Ravenous Crypts of Gluttony Card 7: Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 8: Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Ravenous Crypts of Gluttony Card 9: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Ravenous Crypts of Gluttony Card 10:
Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Location #4: Deeper Dungeons Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #5: Treacherous Cave
During This Adventure: After you begin Adventure 3, when you would banish a bane that has the Basic trait, remove it from the game; when you would banish a boon that has the Basic trait, you may remove it from the game. After you begin Adventure 5, do the same for cards that have the Elite trait. During This Scenario: Additional Rules: If a villain cannot escape to an open location, shuffle the villain into a random location, opening it. To win the scenario, defeat any villain while all three villains are in the same location deck. Scenario Level (#): 6 Turn: 8, Zetha/tcolmaster01 Random Cards:
Monsters Spoiler:
Myriana
RotR Monster 3 Traits: Ghost Incorporeal Nymph Undead To Defeat: Combat 14 OR Diplomacy 10 Myriana is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, Myriana is undefeated. If undefeated, after the encounter, reset your hand and end your turn. Spoiler:
Shadow
RotR Monster B Traits: Incorporeal Undead To Defeat: Combat 13 The Shadow is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Shadow is undefeated. When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any. Spoiler:
Faceless Stalker
RotR Monster 2 Traits: Aberration To Defeat: Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2. If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck. Spoiler:
Mercenary
RotR Monster B Traits: Human Veteran Warrior To Defeat: Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any. Spoiler:
Muck Graul
RotR Monster 3 Traits: Plant Ogrekin To Defeat: Combat 15 Muck Graul is immune to the Acid trait. Add 1 die to checks to defeat Muck Graul with the Fire trait. If the check to defeat does not have the Fire trait, Muck is undefeated. If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck. Barriers Spoiler:
Crushing Door
RotR Barrier 5 Traits: Trap To Defeat: Dexterity Disable 13 If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage. Spoiler:
Explosive Runes
RotR Barrier B Traits: Arcane Magic Trap Veteran To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card. Spoiler:
Avalanche
RotR Barrier 6 Traits: Cold Obstacle To Defeat: Dexterity Acrobatics Wisdom Survival 16 When the Avalanche is encountered for the first time, each character at this location encounters it. Each character who defeats the barrier is dealt 1 Cold damage; each character who does not is dealt 2 Cold damage. If any character fails to defeat the Avalanche, if is undefeated; put it faceup on the location deck. Characters at this location encounter this card as their exploration, and may not move or be moved until the Avalanche is defeated. Spoiler:
Ambush
RotR Barrier B Traits: Skirmish Veteran To Defeat: WisdomPerceptionDexterityAcrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number. If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck. Spoiler:
Invasion Plans
RotR Barrier 4 Traits: Cache To Defeat: Wisdom Survival 13 If defeated, you may examine the top 3 cards of the location deck and return them in any order. If undefeated, you may banish this barrier. Weapons Spoiler:
Light Crossbow +1
RotR Weapon 2 Traits: Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1. If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location. Spoiler:
Frost Longbow +1
RotR Weapon 3 Traits: 2-Handed Bow Magic Piercing Ranged To Acquire: Dexterity Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location. Spoiler:
Greatclub +3
RotR Weapon 4 Traits: 2-Handed Bludgeoning Club Magic Melee To Acquire: Strength Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Longsword +2
RotR Weapon 3 Traits: Magic Melee Slashing Sword To Acquire: Strength Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Flaming Icy Axe +1
RotR Weapon 6 Traits: Axe Magic Melee Slashing To Acquire: Strength Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Scrying
RotR Spell 3 Traits: Arcane Divine Magic To Acquire: Intelligence Arcane 10 OR Wisdom Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck. If you do not have either the Arcane or Divine skill, banish this card. Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Detect Evil
RotR Spell B Traits: Divine Magic To Acquire: Wisdom Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it. If you do not have the Divine skill, banish this card. Succeed at a Divine 6 check to recharge this card instead of discarding it. Spoiler:
Enfeeble
RotR Spell 1 Traits: Arcane Attack Magic Mental To Acquire: Intelligence Arcane 6 Discard this card to evade a monster; return it to the top of the deck. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 8 check to recharge this card instead of discarding it. Spoiler:
Major Cure
RotR Spell 3 Traits: Divine Healing Magic To Acquire: Wisdom Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card. If you do not have the Divine skill, banish this card. Succeed at a Divine 10 check to recharge this card instead of discarding it. Spoiler:
Teleport
RotR Spell 4 Traits: Arcane Magic To Acquire: Intelligence Arcane 12 At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions. If you do not have the Arcane skill, banish this card. Succeed at an Arcane 14 check to recharge this card instead of discarding it. Armors Spoiler:
Breastplate of Fire Resistance
RotR Armor 4 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead. If you are proficient with heavy armors, you may recharge this card when you reset your hand. Spoiler:
Arrow Catching Studded Leather
RotR Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1. Recharge this card to reduce Ranged Combat damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Deathbane Shield
RotR Armor 2 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Reveal this card to add the Magic trait to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Fortress Shield
RotR Armor 6 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce damage dealt to you by 2. Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Fortress Shield
RotR Armor 6 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 9 If you played a weapon with the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce damage dealt to you by 2. Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Potion of Ghostly Form
RotR Item B Traits: Alchemical Liquid To Acquire: Intelligence Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again. Spoiler:
Wand of Scorching Ray
RotR Item 3 Traits: Arcane Attack Magic Wand Fire Ranged To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
Potion of Healing
RotR Item B Traits: Alchemical Healing Liquid To Acquire: Intelligence Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck. Spoiler:
Headband of Alluring Charisma
RotR Item 3 Traits: Accessory Magic To Acquire: Charisma 5 Reveal this card to add 1 to your Charisma ckeck. You may play another item on this check. Spoiler:
Sihedron Ring
RotR Item 6 Traits: Accessory Magic Sihedron To Acquire: Constitution Fortitude 7 OR Arcane 9 Reveal this card to reduce damage dealt to you by 2. You may play another item on this check. Allies Spoiler:
Velociraptor
RotR Ally 5 Traits: Animal To Acquire: Wisdom Survival 14 Discard this card to explore your location; add 2d6 to your combat checks during this exploration. Spoiler:
Zuvuzeg
RotR Ally 5 Traits: Demon Outsider To Acquire: Arcane Divine 18 If there are no more than 3 cards in your location deck, banish this card to encounter each of them in turn. Discard this card to explore your location. Spoiler:
Charmed Red Dragon
RotR Ally 4 Traits: Dragon To Acquire: Charisma Diplomacy Arcane Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage. If you do not acquire this card, each character at your location takes 1d4 Fire damage. Spoiler:
Cyrdak Drokkus
RotR Ally 1 Traits: Bard Human To Acquire: Charisma Diplomacy 5 Recharge this card to add 1d6 to your check to acquire an ally. Banish this card to return an ally from your discard pile to your hand. Spoiler:
Sacred Killer
RotR Ally 5 Traits: Half-Orc Rogue To Acquire: Dexterity Stealth 11 OR Charisma Diplomacy 13 Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check. Discard this card to explore your current location. Blessings Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Gods
RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler:
Blessing of Nethys
RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Torag
RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Current Hour: Blessing of Torag:
Blessing of Torag
RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Uliah/TheChu: Spoiler: Hourglass Card 2 Sajan/Gimry: Hourglass Card 1 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 3 Zetha/tcolmaster01: Hourglass Card 2 Sajan/Gimry
Blessing of Erastil RotR Blessing B Traits: Divine Erastil To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a Dexterity-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Uliah/TheChu: Hourglass Card 3 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 5 Sajan/Gimry: Hourglass Card 4 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 6 Zetha/tcolmaster01: Hourglass Card 5 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 7 Uliah/TheChu: Hourglass Card 6 Zetha/tcolmaster01
Blessing of Norgorber RotR Blessing 3 Traits: Divine Norgorber To Acquire: Bury any card OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to acquire a boon. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Sajan/Gimry: Hourglass Card 7 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 9 Zetha/tcolmaster01: Hourglass Card 8 Sajan/Gimry
Blessing of Pharasma RotR Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to a check if a spell was played during that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Uliah/TheChu: Hourglass Card 9 Zetha/tcolmaster01
Blessing of Abadar RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Sajan/Gimry: Hourglass Card 10 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Zetha/tcolmaster01: Hourglass Card 11 Sajan/Gimry
Blessing of Gorum RotR Blessing B Traits: Divine Gorum To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a Strength-based combat check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Uliah/TheChu: Hourglass Card 12 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 14 Sajan/Gimry: Hourglass Card 13 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 15 Zetha/tcolmaster01: Hourglass Card 14 Sajan/Gimry
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 16 Uliah/TheChu: Hourglass Card 15 Zetha/tcolmaster01
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Sajan/Gimry: Hourglass Card 16 Uliah/TheChu
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 18 Zetha/tcolmaster01: Hourglass Card 17 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 19 Uliah/TheChu: Hourglass Card 18 Zetha/tcolmaster01
Blessing of the Gods RotR Blessing B Traits: Basic Divine To Acquire: None If you encounter this card, you automatically acquire it. Discard this card to add 1 die to a check. Discard this card to explore your current location. You may instead treat this card as if it had the same powers as the top card of the blessings discard pile. Spoiler: Hourglass Card 20 Sajan/Gimry: Hourglass Card 19 Uliah/TheChu
Blessing of Shelyn RotR Blessing B Traits: Divine Shelyn To Acquire: Wisdom 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Wisdom check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Zetha/tcolmaster01: Hourglass Card 20 Sajan/Gimry
Blessing of Gozreh RotR Blessing 4 Traits: Divine Gozreh To Acquire: Wisdom Survival 7 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a check to close a location. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Uliah/TheChu: Hourglass Card 21 Zetha/tcolmaster01
Blessing of Torag RotR Blessing B Traits: Divine Torag To Acquire: Strength 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Strength check. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Uliah/TheChu
Blessing of Nethys RotR Blessing 6 Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Death Zone
Death Zone Card 1: Vicious Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Vicious Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Cold damage. Combat damage dealt by the Vicious Blade is dealt to each character at this location. Death Zone Card 2: Locked Stone Door
RotR Barrier 2 Traits: Lock Veteran To Defeat: Dexterity Disable 11 OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck. Death Zone Card 3: Reduction Field
RotR Barrier 4 Traits: Arcane Magic Trap To Defeat: Constitution Fortitude Dexterity Disable 13 If undefeated, leave this card faceup next to the location deck. While it is there, the difficulty of Strength and Melee check at this location is increased by 4. Any character ending her turn at this location may attempt an Arcane or Divine 12 check to banish this card. Death Zone Card 4: Black Arrow Ranger
RotR Ally 3 Traits: Human Ranger To Acquire: Wisdom Survival Charisma Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check. Discard this card to explore your location. Death Zone Card 5: Blessing of Lamashtu
RotR Blessing 1 Traits: Divine Lamashtu To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to a check. Bury this card to add 2 dice to a check to defeat a monster. Discard this card to explore your location. If the top card of the blessings discard pile matches this card, recharge it instead of discarding it. Death Zone Card 6: Abominable Snowman
RotR Monster 6 Traits: Yeti To Defeat: Combat 18 The Abominable Snowman is immune to the Cold trait. Add 1 die to checks to defeat the Abominable Snowman with the Fire trait. If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1. Death Zone Card 7: Warden of Thunder
RotR Monster 6 Traits: Giant To Defeat: Combat 23 The Warden of Thunder is immune to the Electricity trait. Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage. Damage dealt by the Warden of Thunder is dealt to each character at this location. Death Zone Card 8 (Scarlet Walker):
Scarlet Walker
RotR Monster 6 Traits: Outsider To Defeat: Combat 20 The Scarlet Walker is immune to the Acid, Cold, and Poison traits. Add 1 die to checks to defeat the Scarlet Walker with the Electricity trait. Before the encounter, succeed at a Constitution or Fortitude 12 check or bury 1d4 random cards from your discard pile. Succeed at an Arcane or Divine 12 check or you may not play spells with the Attack trait. Location #2: Mountain Peak At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card. When Closing: Succeed at a Wisdom or Survival 6 check. When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck. M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2 Located/Displayed Here: Sajan/Gimry, None Mountain Peak Card 1: Harpy
RotR Monster 4 Traits: Harpy To Defeat: Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location. Mountain Peak Card 2: Magic Studded Leather Armor
RotR Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead. If you are proficient with light armors, you may recharge this card when you reset your hand. Mountain Peak Card 3: Hand Chopper
RotR Barrier 3 Traits: Trap To Defeat: Dexterity Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand. If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck. Mountain Peak Card 4: Vicious Trident +1
RotR Weapon 3 Traits: Magic Melee Piercing Polearm To Acquire: Strength Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3. When you play this weapon, take 1 Force damage that may not be reduced. Mountain Peak Card 5: Warden of Runes
RotR Henchman 6 Type: Monster Traits: Giant To Defeat: Combat 23 The Warden of Runes is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 14 check or be dealt 1 Electricity damage. Damage dealt by the Warden of Runes is dealt to each character at this location. If defeated, you may immediately attempt to close this location. Mountain Peak Card 6: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Mountain Peak Card 7: Killing Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Killing Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Fire damage. Combat damage dealt by the Killing Blade is dealt to each character at this location. Mountain Peak Card 8: Enchanter
RotR Monster B Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any. Before the encounter, the Enchanter deals 1 Force damage to you. After the encounter, the Enchanter deals 1 Fire damage to you. Mountain Peak Card 9:
Stone Giant
RotR Monster 4 Traits: Giant To Defeat: Combat 16 Damage Dealt by the Stone Giant is dealt to each character at this location. Location #3: Ravenous Crypts of Gluttony At This Location: While you are here, your hand size is increased by 2. When Closing: Succeed at a Wisdom or Survival 12 check. When Permanently Closed: No effect. M: 2 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: Zetha/tcolmaster01, None Ravenous Crypts of Gluttony Card 1 (Sharpening Blade): Sharpening Blade
SoRu Villain 6 Type: Monster Traits: Giant To Defeat: Combat 28 THEN Combat 30 The Sharpened Blade is immune to the Cold and Electricity traits. Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or be dealt 1d4 Electricity damage. Combat damage dealt by the Sharpened Blade is dealt to each character at this location. Ravenous Crypts of Gluttony Card 2: Large Chest
RotR Barrier B Traits: Cache Lock Veteran To Defeat: Dexterity Disable 9 OR Strength Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any. If defeated, add 1d4 random weapons from the box to your hand. If undefeated, you may banish this barrier. Ravenous Crypts of Gluttony Card 3: Spiny Shield
RotR Armor 3 Traits: Magic Offhand Shield To Acquire: Constitution Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Discard this card to add 1d4 and the Ranged and Magic traits to your combat check. Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check. If proficient with light armors, you may recharge this card when you reset your hand. Ravenous Crypts of Gluttony Card 4: Blessing of Abadar
RotR Blessing 2 Traits: Abadar Divine To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 5: Consecration
RotR Spell 2 Traits: Divine Magic To Acquire: Wisdom Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card. Ravenous Crypts of Gluttony Card 6: Boots of Elvenkind
RotR Item B Traits: Clothing Magic To Acquire: Dexterity Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check. Recharge this card to succeed at your Stealth check. Ravenous Crypts of Gluttony Card 7: Blessing of Calistria
RotR Blessing B Traits: Divine Calistria To Acquire: Dexterity 4 OR Divine 5 Discard this card to add 1 die to a check. Discard this card to add 2 dice to a noncombat Dexterity check. Discard this card to explore your location. If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it. Ravenous Crypts of Gluttony Card 8: Mummy
RotR Monster 5 Traits: Mummy Undead To Defeat: Combat 21 The Mummy is immune to the Cold and Poison traits. Add 1d8 to attempts to defeat the Mummy with the Fire trait. If undefeated, after the encounter, bury your discard pile. Ravenous Crypts of Gluttony Card 9: Wyvern
RotR Monster 4 Traits: Dragon To Defeat: Combat 16 If undefeated, succeed at a Constitution or Fortitude 8 check or damage from Wyvern may not be reduced. Ravenous Crypts of Gluttony Card 10:
Necromantic Deathtrap
RotR Barrier 5 Traits: Arcane Magic Trap To Defeat: Dexterity Disable Arcane 14 If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck. Location #4: Deeper Dungeons Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #5: Treacherous Cave
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