[PBP Gameday VII] [PACG] Assault on Absalom by Box Runner Dinketry [Tier 2] (Inactive)

Game Master dinketry

During This Campaign:
At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does
not have one displayed or buried.

During This Scenario:
Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.
  • Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.
  • Grand Lodge: Add the locations Ghoul Square and Sea Fort, and use the villain Devoted General. At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage. When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-Ahn Tuk are decreased by 6.

  • 9-00B Reward:

    For the rest of the Adventure, 1 character may temporarily replace 1 item in her deck with the loot item Game of Afterlife and 1 character may temporarily replace 1 spell in his deck with the spell Remove Curse. At the end of the scenario, return the cards to the game box.

    Dark Archive Faction Condition Effective!:
    For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.

    This table DOES NOT HAVE a Reinforcements card.
    Reinforcements:
    On your check, after the roll, you may bury this card to add 1d8. You may bury this card; each character shuffles a random card from his discard pile into his deck. You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.


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    Grand Lodge

    Welcome, one and all, to your Doom!

    Nah, just kidding: welcome to my Assault on Absalom ACG table!

    Specifically, welcome:

  • Shnik (Nok-Nok)
  • TColMaster (TBD)
  • (japanese character)20100 (Aric/RedRaven)
  • Gimry (Arabundi)

    Please post and delete in here, then jump into the Discussions thread!


  •   As you gather at the Grand Lodge, Master of Swords Marcos Farabellus addresses the crowd: ”Pathfinders, our beloved Absalom faces the threat of invasion and needs our help. Just as Absalom has been our Society’s home for centuries, so does it fall to us to aid in its defense. Find the group to which you’ve been assigned, lend a hand as the city prepares for the siege, and be ready for more instructions.”
      Hundreds of Pathfinders stand waiting at the Grand Lodge for news of the coming battle, and a murmur of anticipation has risen from the nervous crowd. Master of Swords Marcos Farabellus takes the lectern, raises his hand for attention, and speaks: “Pathfinders, thank you for answering my call. It has been two days since we received news of an army of demonic abominations building a siege castle in the Cairnlands north of Absalom. Today, the Grand Council of Absalom announced they have invoked an old wartime law, according to which a Siege Lord must be appointed to oversee the city’s defense. They’ve made an excellent choice: Wynsal Starborn, District Seat on the Grand Council and retired Captain of the First Guard.
      “He has already organized scouting forays and evacuations of the outer towns in preparation for a siege. The Pathfinder Society has pledged to help the Siege Lord with the preparations. All of you have been assigned to teams, and if you have already found the other members of your team, you should get started. Go now, but be ready to return here when you hear the signal horn.”

    Grand Lodge

    It is time to introduce your characters and interact with the others. IT’S MUSTERING TIME!!!

    Grand Lodge

    Google Sheets Info

    Oloch walks in, big, tall, muscular. Ladies beware, he's single! With a nasty looking weapon across his back he listens to the Master of Swords give his speech. Finished, he turns to look at the team he was assigned to. "Oloch" he says, gruff but clearly intelligently.

    He offers his hand to shake if anyone wants to.

    Oloch wrote:

    Hand: Cure, Blessing of the Gods 1, Dwarven Longhammer +1, Weapon of Awe,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [x]+2 [ ] +3 [ ] +4
    Melee: STR +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d10 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light, Heavy, Weapons
    Powers:
    <Power 1> When another character at your locan would fail to defeat a monster, that character may discard a card to evade that monster, then you enounter it.
    <Power 2>When you attempt a check, you may display any number of blessings and spells; for each card displayed add 1 [ ]2 to your check. Before you reset your hand, recharge the displayed cards. [X] You may reset your hand at the start of your turn.
    <Power 3>[X] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
    <Power 4>
    <Power 5>


    Arabundi Deck Handler

    "Greetings, Oloch!"

    I take Oloch's hand in a firm handshake.

    "The name is Arabundi. You can call me "Dee" for short. I've fought against and with enough Half-Orcs over the years to 'preciate a good one by my side. With your sword and my bow, we'll lick this siege and be home in time for dinner. Which suits me fine, 'cause I'm not a huge fan of spendin' too much time in these big cities. Gimme the fresh open air of the forests any day."

    Arabundi wrote:

    Hand: Blessing Of the Samurai 1, Dagger, BotG 1, Gambeson, Cure, Blessing Of the Samurai 2

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Notes: You can recharge my Cure, BotG and BotS in that order to add a 1d4 to your combat check.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [ ] +1 [] +2 [] +3 []+4
    - Ranged: Dexterity+3
    Constitution d10 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [] +2
    - Knowledge: Intelligence+2
    Wisdom d8 [] +1 [ ] +2 [ ] +3
    - Divine: Wisdom +1
    Charisma d4 [ ] +1 []+2

    Favored Card: Weapon or Spell
    Hand Size: 6 [ ] 7 [] 8
    Proficient With: Light Armors, Weapons

    POWERS:
    You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 ([]2)
    Add 2 ([] 4) to your check to acquire a spell that has the Divine trait.
    You may recharge a card to add 1d4 to a combat check by a character at another location.


    Nok-Nok's Deck Handler

    You see a Goblin approaching...

    "Nok-Nok here to help! You lucky, you fighting beside a god! ...Almost."

    Nok-Nok wrote:

    Hand: Reformarium Servant, Kama, Blessing of the Gobs 3, Blessing of the Gobs 1, Sword Cane,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:

    Skills and Powers:
    SKILLS

    Strength d8 [X]+1 [ ]+2 [ ] +3
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Stealth: Dexterity +3
    Constitution d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Constitution +0
    Fortitude: Constitution +2
    Intelligence d4 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    Favored Card Type: Weapon
    Hand Size 5 [ ] 6
    Proficient with: Light Armors, Weapons
    Powers:
    <Power 1> On your check against a monster ([X] or a barrier), add 1 plus the number of barriers in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
    <Power 2> On your check against a weapon or an item, add ([ ] 1d4 plus) the number of monsters in your location’s deck list.
    <Power 3> You may recharge up to 2 cards you would discard as damage.
    <Power 4>
    <Power 5>

    Grand Lodge

    Google Sheets Info

    For those of you who haven't worked with Oloch before he has 2 big things (at lower tiers) that can help the group. Check out his powers (especially 1 and 3). A combat-oriented Warprist, I only have a single CURE spell (and that spell will ONLY be used to cure). If someone needs help, my cards and such are at your disposal.


    Arabundi Deck Handler

    I stare down at the goblin waddling up suspiciously. The goblins love of fire and infatuation with the arcane has caused me no shortage of troubles in the past.

    I must keep an eye on this one. He seems harmless enough... For now.. His lack of rational thinking is cause for concern. I've never seen a god, but I'm pretty sure he isn't one.

    Oloch: I do have a Cure spell as well if we need it. Kinda unfortunate we both drew our Cures in our opening hands.

    Nok-Nok: What are the Blessing of Gobs? Are they just renamed Gods, or something else entirely?

    Also, I have a tab in my Deck Handler called "Card Reference" that has the descriptions of all my cards in it if you ever need to see what I have.


    Nok-Nok's Deck Handler

    TColMaster - I've only played with S&S Oloch before. Seems kind of painful that you're stuck with a Hand limit of 4 before roles...

    Gimry - they're like Blessings of the Gods, but after playing one I can bury it to acquire and recharge the top card of the Blessings deck. Can be used as a "recharge instead of discard" or to try to acquire higher-level blessings, but probably only towards the end of a scenario if we have many turns remaining.

    I'll see about adding a Card Reference myself.

    Grand Lodge

    Google Sheets Info

    my card reference is on my profile. Just click my name, its all there, every card ever that was in my deck.


    Nok-Nok's Deck Handler

    TColMaster - I kind of feel bad for pointing this out, but... aren't you missing a Blessing in your deck? Your profile says you completed 4 adventures in AD#2 and gained a Blessing Card Feat, but your deck still only lists 16 cards/ 5 Blessings. Shouldn't you have one more?

    Grand Lodge

    Google Sheets Info
    Nok-Nok - Shnik wrote:
    TColMaster - I kind of feel bad for pointing this out, but... aren't you missing a Blessing in your deck? Your profile says you completed 4 adventures in AD#2 and gained a Blessing Card Feat, but your deck still only lists 16 cards/ 5 Blessings. Shouldn't you have one more?

    Good catch, I put it in my phyical deck copy, and my profile but it didn't make it to google sheets.


    Male Human Vigilante Deck Handler

    A smiling man comes and shake hands with any one willing, “Hellow, fellow pathfinders. I’m Aric and I’ll help the team with my knowledge. I like to talk to people.”

    Aric is well dressed, but without noticeable weapon or armor.

    He listen to the others a bit and after a little time listening to every one and doing some idle chatting, he looks in the distance and excuses himself “Oh, I’m seeing someone I know in the distance, excuse me while I go greet him.”

    Aric Skills and Powers:
    Skills
    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1
    Diplomacy: Charisma +3

    Powers
    Hand Size 6
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

    Favored Card: None


    Male Human Vigilante Deck Handler

    A masked man comes to the group, a grim on his face. He’s speaking with a deep voice. “I am the Red Raven. I’ll deal with our enemies and with infiltration. I’ll stick to shadows.” His hands rests on the daggers on his belts, showing no sign of wanting to shake anyone hands. He wore a red leather armor.
    At some point he won’t be present anymore while he seemed to be there a second ago.

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8
    Perception: Wisdom +2
    Charisma d4

    Powers
    Hand Size 4
    Proficient with: Light Armors | Weapons
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step, you may examine the top card of your location deck.

    Favored Card: None

    Aric and the Red Raven do little for the others, they use examining to switch to the right character (each has its own skills).
    I’ll need my previous group to have finished with deck upgrades before drawing, and as I draw three more cards and put 3 in my kit, I’ll wait a bit for more info before doing it


    OVERSEER ANNOUNCEMENT
      Heavy clouds are gathering above Absalom, and the city is tense with
    anticipation of the coming battle. Suddenly, bright light patterns flash from atop Skyreach. A few minutes later, the sound of an explosion rumbles through the city as an old wooden granary erupts in flames. A little farther away, a stone bridge collapses, dropping a group of soldiers to their deaths. Soon the air is alive with frightened screams, the sound of hurried footsteps, and moments later, the booming blare of a brass horn that rises above the din of a city in chaos. A messenger runs past, shouting: “The horn! We should gather at the Grand Lodge! Let’s go!”
    Final preparations are being completed. I will singal the start of part 2 tomorrow (10/2/18).

    Grand Lodge

    During This Adventure:

  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • This adventure does not use traders.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you are dead at the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
  • Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario: Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.

    Additional Rules: Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.

    Turn: 1, Arabundi/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Shock Toad
    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.

    Spoiler:
    Hyena
    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.

    Spoiler:
    Yellow Jelly
    Monster B
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Spoiler:
    Blasphemous Priest
    Monster C
    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:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Barriers
    Spoiler:
    Corridor Dart Trap
    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. First choose allies to discard as your damage, if you have any.

    Spoiler:
    Shrieking Plant
    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:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck.
    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.

    Spoiler:
    Fireball Trap
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

    Weapons
    Spoiler:
    Explorer's Staff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    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:
    Spelldagger
    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.
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Flask Thrower
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    Spoiler:
    Sling Staff
    Weapon B
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

    Spoiler:
    Explorer's Staff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    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.

    Spells
    Spoiler:
    Find Traps
    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:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Speak with Dead
    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:
    Remove Curse
    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:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Crocodile Skin Armor
    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 to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Bone Lamellar
    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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Spoiler:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Shield of Fire Resistance
    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 on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Crocodile Skin Shield
    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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Items
    Spoiler:
    Holy Water Grenade
    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:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.

    Spoiler:
    Kohl of Uncanny Discernment
    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.

    Spoiler:
    Soul Stimulant
    Item 2
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Spoiler:
    Effigy of Maat
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

    Allies
    Spoiler:
    Tarworks Master
    Ally B
    Traits:
    Dwarf To Acquire:
    Craft
    Charisma
    Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Spoiler:
    Shock Lizard
    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. You may add the Electricity trait to combat checks during this exploration.

    Spoiler:
    Osirion Ancestor
    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 it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Spoiler:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Spoiler:
    Caravan Guard
    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 Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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 Ra
    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 or 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:
    Blessing of the Elements
    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
    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, 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
    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.

    Top of Blessing Discard Pile:

    Blessing of Ra:
    Blessing of Ra
    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 or 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.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 3 /
    Blessing of the Elements
    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:
    Blessings Deck Card 4 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 5 /
    Blessing of the Elements
    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:
    Blessings Deck Card 6 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Nethys
    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 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:
    Blessings Deck Card 8 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 10 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Elements
    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:
    Blessings Deck Card 15 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Wadjet
    Blessing C
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Abadar
    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:
    Blessings Deck Card 18 /
    Blessing of Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 20 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Elements
    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:
    Blessings Deck Card 22 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 23 /
    Blessing of the Elements
    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:
    Blessings Deck Card 24 /
    Blessing of the Elements
    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:
    Blessings Deck Card 25 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 27 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 28 /
    Blessing of the Elements
    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:
    Blessings Deck Card 29 /
    Blessing of the Elements
    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.

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Arabundi/Gimry, Aric/MatsuKurisu, Nok-Nok/Shnik, Oloch/TColMaster, None

    Dilapidated Plaza Card 1:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Dilapidated Plaza Card 2:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Dilapidated Plaza Card 3:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Dilapidated Plaza Card 4:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Dilapidated Plaza Card 5:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Dilapidated Plaza Card 6:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the 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.

    Dilapidated Plaza Card 7:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dilapidated Plaza Card 8:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Dilapidated Plaza Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.

    The Black Echelon Operative is immune to the Mental and Poison traits.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.

    While you act, before another character plays a card, that character discards a card.

    Dilapidated Plaza Card 10:
    Druid of the Storm
    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.

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Osirion History Guide
    Item B
    Traits:
    Book
    Basic To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Dye Market Card 2:
    Dhabba
    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.

    Dye Market Card 3:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 4:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.

    The Black Echelon Operative is immune to the Mental and Poison traits.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.

    While you act, before another character plays a card, that character discards a card.

    Dye Market Card 5:
    Bone Lamellar
    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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Dye Market Card 6:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Dye Market Card 7:
    Shasalqu
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Dye Market Card 8:
    Icy Longspear +1
    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 a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Dye Market Card 9:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Dye Market Card 10:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Cleric of Nethys
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the 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.

    Alchemical Laboratory Card 2:
    Fiery Glare
    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 would 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, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 3:
    Flame Staff
    Item C
    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.

    Alchemical Laboratory Card 4:
    Kohl of Uncanny Discernment
    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.

    Alchemical Laboratory Card 5:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Alchemical Laboratory Card 6:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 7:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Alchemical Laboratory Card 8:
    Acid Jet
    Spell C
    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. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.

    The Black Echelon Operative is immune to the Mental and Poison traits.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.

    While you act, before another character plays a card, that character discards a card.

    Alchemical Laboratory Card 10:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: None

    Ruined Temple Card 1:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Ruined Temple Card 2:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Ruined Temple Card 3:
    Minnothet
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Ruined Temple Card 4:
    Burglar's Bracers
    Item B
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Ruined Temple Card 5:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Ruined Temple Card 6:
    Blessing of the Ancients
    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, 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.

    Ruined Temple Card 7:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Ruined Temple Card 8:
    Desert Trapper
    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.

    Ruined Temple Card 9:
    Sands of Time
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    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 10 check to recharge it instead.

    Ruined Temple Card 10:
    Crocodile Skin Shield
    Armor C
    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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Great Library of Tephu Card 1:
    Ambush
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 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.

    Great Library of Tephu Card 2:
    Druid of the Hive
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunities to the Acid and Poison traits.
    Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

    Great Library of Tephu Card 3:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Great Library of Tephu Card 4:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Great Library of Tephu Card 5:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 6:
    Blessing of the Ancients
    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, 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.

    Great Library of Tephu Card 7:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 8:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.

    The Black Echelon Operative is immune to the Mental and Poison traits.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.

    While you act, before another character plays a card, that character discards a card.

    Great Library of Tephu Card 10:
    Scarab Swarm
    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.
    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Guardian Vault Card 1:
    Blessing of the Ancients
    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, 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.

    Guardian Vault Card 2:
    Dark Stalker
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Guardian Vault Card 3:
    Burglar's Bracers
    Item C
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Guardian Vault Card 4:
    Canteen
    Item C
    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 faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Guardian Vault Card 5:
    Fire Kukri +1
    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.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Guardian Vault Card 6:
    Trapped Locker
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Guardian Vault Card 7:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Guardian Vault Card 8:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.

    The Black Echelon Operative is immune to the Mental and Poison traits.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.

    While you act, before another character plays a card, that character discards a card.

    Guardian Vault Card 9:
    Mummify Self
    Spell P
    Traits:
    Magic
    Divine To Acquire:
    WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.

    Guardian Vault Card 10:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.

  • Grand Lodge

    Google Sheets Info

    Oloch heads to the Ruined Temple off in the distance. "Must pray" he grumbles to the group before heading off.


    Male Human Vigilante Deck Handler

    Aric starts at the Guardian Vault (as that does not trigger the take 2 poison damage, and we need to close those two last location to decrease combat difficulty).

    Aric, coming back from the crowd, turn to the group and says: “I will try to find my way in the labyrinth of the Guardian Vault.”

    Aric at Guardian Vault wrote:

    Hand (Size 6): Fencer (Ally), Mask of the Red Raven (Item), Blessing of the Ancients (Blessing), Rapier (Weapon), Psychic Detective (Ally), Blessing of the Spy 2 (Blessing)

    Deck: 9 Discard: 0 Buried: 0
    Notes:
    Kit: Kama (Weapon), Gambeson (Armor), Magnifying Glass (Item)

    Aric Skills and Powers:
    Skills

    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1
    Diplomacy: Charisma +3

    Powers
    Hand Size 6
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

    Favored Card: None

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8
    Perception: Wisdom +2
    Charisma d4

    Powers
    Hand Size 4
    Proficient with: Light Armors | Weapons
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step, you may examine the top card of your location deck.

    Favored Card: None

    Grand Lodge

    Please note: The scenario does not officially start for at least another 6hrs - please await the Overseer call. This is simply flavour text to get your flavours juicing.

    The Black Echelon Strikes

    It is said that 800 years ago, Taldor’s aristocracy grew envious of Absalom’s riches and power. Hoping to seize the island metropolis for itself, Taldor built a mighty armada to invade the city under cover of the spring fog. To ensure Absalom was too weak to defend itself, the invasion included a contingent of saboteurs known as the Black Echelon, who planned to destroy key defensive points and signal the fleet’s approach using prearranged signal lights.

    Those signals never came. Heroes of Absalom had rooted out the infiltrators and put them to the sword, and Absalom’s own navy then launched a surprise counter attack against the Taldan navy, sinking every one of the ships. The failed invasion came to be known as the Silent Tide and was little more than a historical footnote until the aging military historian Yargos Gill unearthed the old Silent Tide codebook and recreated several of the lighted signals in the spirit of historical reenactment. What he did not know was that each member of the Silent Tide had sworn a binding oath to invade Absalom, no matter the cost. When these restless spirits perceived the familiar invasion signals, they rose from the dead. Pathfinders managed to recover the codebook, call off the undead, and lock away the codebook. But it seems someone has recovered it—or a copy—and called to the Taldan marines once more.

    Black Echelon operatives are now attacking strategic locations within the city, including Fort Tempest along the city’s western wall. So far, Absalom’s guards have been too busy to retake the fort. But the nearby Puddles district’s militia, known as the Muckruckers, are eager to oust these undead invaders with whatever help they can get.

    The Pathfinder Society’s Dark Archive faction specializes in acquiring and maintaining dangerous texts and artifacts. Its leader Zarta Dralneen believes that a copy of the Silent Tide codebook lies within the vast Forae Logos library in the Wise Quarter. The trouble is that the library has gone dangerously quiet. Zarta suspects that the Black Echelon may have struck there, too. If you could just reach the library and find where the codebook is hidden, you could then send confusing signals to the undead invaders and lead them astray.

    Either task could turn the tide in Absalom’s favor, and the choice is yours.

    You've already chosen to aid the Dark Archive faction first, but you'll likely get a chance to aid the Grand Lodge next.


    Nok-Nok's Deck Handler

    "Smiley-Chins is so kind, he Nok-Nok's new bestest friend! ...For now. Nok-Nok tag along with him! ...For now."

    Nok-Nok will also start at the Guardian Vault.


    OVERSEER ANNOUNCEMENT
    Several agents assist in marshaling Pathfinders as Marcos Farabellus unfurls several maps of Absalom’s districts. Once a crowd has gathered, he straightens to address the gathered Society. “Pathfinders, Absalom is under attack. We have received many reports of undead saboteurs attacking armories, granaries, water supplies, and guard outposts—targeted strikes to undermine our city’s infrastructure. Absalom is losing key resources, and enough people are panicking that it’s difficult to organize an effective defense.
      Zarta Dralneen, head of the Dark Archive faction, steps forward and interjects. “I have learned someone—someone who knows our home well—has stolen the Black Echelon codebook from our archives. A force of Taldan agents attacked Absalom long ago while following those encoded orders, and with the right combination of illuminated signals, one could draw these oathsworn operatives from beyond the grave to continue their attack.”
      Farabellus narrows his eyes. “That explains the acts of sabotage. Absalom’s First Guard is struggling to restore order, and they need our help. Pathfinders, stand by for instructions!”
      Ollysta Zadrian of the Silver Crusade raises her sword high, announcing, “We should not wait—Absalom needs us now!”
      Clasping the paladin’s upraised hand with her own, Lady Gloriana Morilla adds, “Each of us has accumulated considerable influence and resources in recent years, and this is the prime opportunity for each of us to lend Absalom our strength in its our of need. We may call ourselves factions, but today we can act as one!”
      Nodding with approval, Marcos Farabellus calls out to the assembled Pathfinders. “It’s decided. Pathfinders, we’re deferring to the specialized expertise of these seven organizations to rally Absalom. Seek out the leaders for instructions, and make the city proud.”
      Table GMs, Part 2 has begun.


    Arabundi Deck Handler

    Knowledge is power they say. There may be something we're overlooking that will aid us this day. I will head to the Great Library of Tephu to look for something we may have missed.


    If it wasn't clear, you may begin play as soon as your table is ready.

    Grand Lodge

    Arabundi, you're up!

    During This Campaign:
    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
    This adventure does not use traders.
    Do not read any scenario’s villains or henchmen before playing it.
    If you are dead at the end of a scenario, you may play another character for the next scenario.
    If you fail a scenario, immediately replay it.
    When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
    Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:
    Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.

    Reinforcements:
    On your check, after the roll, you may bury this card to add 1d8. You may bury this card; each character shuffles a random card from his discard pile into his deck. You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    Turn: 1, Arabundi/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Yellow Jelly
    Monster C
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Spoiler:
    Acid Mantis
    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:
    Bonecrusher Hunter
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Veteran
    To Defeat:
    Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Spoiler:
    Skeletal Jackal
    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 the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Spoiler:
    Carrion Golem
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Barriers
    Spoiler:
    Dance of the Dead
    Barrier P
    Traits:
    Trap
    Curse
    Magic
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Spoiler:
    Hepsushep
    Barrier 2
    Traits:
    Obstacle
    Lamia
    Elite
    To Defeat:
    Stealth
    Charisma
    Diplomacy 8
    OR Combat 15
    If defeated, you may examine the top 3 cards of your location and place them back in any order.
    If undefeated, put this card on top of your location.

    Spoiler:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.

    Spoiler:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Spoiler:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If defeated, you may explore again.
    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.

    Weapons
    Spoiler:
    Flaming Heavy Pick +1
    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.

    Spoiler:
    Whip
    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 you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Spoiler:
    Flaming Spear +1
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Spoiler:
    Explorer's Staff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check.
    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:
    Torch
    Weapon B
    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:
    Stoneskin
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Deathgrip
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power 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 10 check to recharge this card instead of discarding it.

    Spoiler:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Viper Strike
    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, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spoiler:
    Speak with Dead
    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.

    Armors
    Spoiler:
    Armored Coat
    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 on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Spoiler:
    Portable Sarcophagus
    Armor P
    Traits:
    Light Armor
    Magic To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    Spoiler:
    Crocodile Skin Armor
    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 to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Filter Hood
    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 this armor instead.

    Spoiler:
    Vented Plate Mail
    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 on this check.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Items
    Spoiler:
    Flash Freeze
    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 by a character at your location that invokes the Construct or Fire traits.
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

    Spoiler:
    Wing of Horus
    Item B
    Traits:
    Trigger
    Object
    Magic
    Horus To Acquire:
    Dexterity
    Knowledge
    Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Spoiler:
    Potion of Healing
    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:
    Noxious Bomb
    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; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Spoiler:
    Djinn Favor Amulet
    Item 1
    Traits:
    Accessory
    Magic
    Healing To Acquire:
    Constitution
    Fortitude 4
    OR Wisdom 7
    Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

    Allies
    Spoiler:
    Camel
    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:
    Meehr Zet
    Ally B
    Traits:
    Dwarf
    Aristocrat
    Hireling To Acquire:
    Charisma
    Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
    Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Spoiler:
    Osirion Ancestor
    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 it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Spoiler:
    Terhk Fourwinds
    Ally C
    Traits:
    Half-Orc
    Fighter To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Spoiler:
    Embalmer
    Ally C
    Traits:
    Human
    Hireling
    Basic To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of the Ancients
    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, 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 Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of Pharasma
    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 Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Spoiler:
    Blessing of the Elements
    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.

    Top of Blessing Discard Pile:

    Blessing of Ra:
    Blessing of Ra
    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 or 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.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 3 /
    Blessing of the Elements
    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:
    Blessings Deck Card 4 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 5 /
    Blessing of the Elements
    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:
    Blessings Deck Card 6 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Nethys
    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 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:
    Blessings Deck Card 8 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 10 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Elements
    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:
    Blessings Deck Card 15 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Wadjet
    Blessing C
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Abadar
    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:
    Blessings Deck Card 18 /
    Blessing of Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 20 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Elements
    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:
    Blessings Deck Card 22 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 23 /
    Blessing of the Elements
    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:
    Blessings Deck Card 24 /
    Blessing of the Elements
    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:
    Blessings Deck Card 25 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 26 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 27 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 28 /
    Blessing of the Elements
    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:
    Blessings Deck Card 29 /
    Blessing of the Elements
    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.

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Dilapidated Plaza Card 2:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Dilapidated Plaza Card 3:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Dilapidated Plaza Card 4:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Dilapidated Plaza Card 5:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Dilapidated Plaza Card 6:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the 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.

    Dilapidated Plaza Card 7:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dilapidated Plaza Card 8:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Dilapidated Plaza Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Dilapidated Plaza Card 10:
    Druid of the Storm
    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.

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Osirion History Guide
    Item B
    Traits:
    Book
    Basic To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Dye Market Card 2:
    Dhabba
    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.

    Dye Market Card 3:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 4:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Dye Market Card 5:
    Bone Lamellar
    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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Dye Market Card 6:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Dye Market Card 7:
    Shasalqu
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Dye Market Card 8:
    Icy Longspear +1
    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 a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Dye Market Card 9:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Dye Market Card 10:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Cleric of Nethys
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the 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.

    Alchemical Laboratory Card 2:
    Fiery Glare
    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 would 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, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 3:
    Flame Staff
    Item C
    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.

    Alchemical Laboratory Card 4:
    Kohl of Uncanny Discernment
    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.

    Alchemical Laboratory Card 5:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Alchemical Laboratory Card 6:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 7:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Alchemical Laboratory Card 8:
    Acid Jet
    Spell C
    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. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Alchemical Laboratory Card 10:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Oloch/TColMaster, None

    Ruined Temple Card 1:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Ruined Temple Card 2:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Ruined Temple Card 3:
    Minnothet
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Ruined Temple Card 4:
    Burglar's Bracers
    Item B
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Ruined Temple Card 5:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Ruined Temple Card 6:
    Blessing of the Ancients
    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, 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.

    Ruined Temple Card 7:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Ruined Temple Card 8:
    Desert Trapper
    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.

    Ruined Temple Card 9:
    Sands of Time
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    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 10 check to recharge it instead.

    Ruined Temple Card 10:
    Crocodile Skin Shield
    Armor C
    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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Arabundi/Gimry, None

    Great Library of Tephu Card 1:
    Ambush
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 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.

    Great Library of Tephu Card 2:
    Druid of the Hive
    Ally B
    Traits:
    Thriae
    Druid
    Veteran
    Poison To Acquire:
    Charisma
    Diplomacy 7
    Discard this card to ignore a bane's immunities to the Acid and Poison traits.
    Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

    Great Library of Tephu Card 3:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Great Library of Tephu Card 4:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Great Library of Tephu Card 5:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 6:
    Blessing of the Ancients
    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, 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.

    Great Library of Tephu Card 7:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 8:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Great Library of Tephu Card 10:
    Scarab Swarm
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Aric/MatsuKurisu, Nok-Nok/Player_shnik, None

    Guardian Vault Card 1:
    Blessing of the Ancients
    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, 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.

    Guardian Vault Card 2:
    Dark Stalker
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Guardian Vault Card 3:
    Burglar's Bracers
    Item C
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Guardian Vault Card 4:
    Canteen
    Item C
    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 faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Guardian Vault Card 5:
    Fire Kukri +1
    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.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Guardian Vault Card 6:
    Trapped Locker
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Guardian Vault Card 7:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Guardian Vault Card 8:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Guardian Vault Card 9:
    Mummify Self
    Spell P
    Traits:
    Magic
    Divine To Acquire:
    WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.

    Guardian Vault Card 10:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.


    Arabundi Deck Handler

    Blessing of Ra is on top of blessing deck.

    The Great Library of Tephu. The Dark Archive found a lot of information on the Silent Tide in here. Maybe there is something they missed amoung all of these ancient tomes.

    Being outside the Forest has never sat well with me, but I will cover myself with my Gambeson to give me a little reminder of home.

    Display Gambeson

    As I peruse these tomes of knowledge, I suddenly get the feeling I am being watched.

    Reveal Ambush from location deck

    Quickly I spring to my feet, my senses attuned to all that surrounds me. Something is definitely wrong here, so I call upon the Blessings of the Gods to aid me.

    Discard Blessing of the Gods
    Wisdom 9: 2d8 ⇒ (5, 7) = 12

    Looking at the ground around me, I see the remnants of my persuer, but they themselves have fled. I quickly pick up their trail and head after them.

    Ambush lets me explore again. Reveal Druid of the Hive

    I notice a druid sitting in the corner, but she seems deep in study. Calling on all the Charisma a gruff man of the woods can, I walk up beside here.

    'Scuse me Miss, did you by chance see someone or something pass by here?'

    Oloch can I use your Blessing of the Gods? If I fail to get the Druid, she'll just get shuffled back in here which will be painful later. Discard my own Blessing of the Samurai as well.

    Charisma 7: 3d4 ⇒ (3, 3, 2) = 8

    'I saw a something head off in this direction, young man. Come. This Way!

    'A Scorpion'!

    Discard Druid to explore again and add 4 + 1d4 because Scorption invokes Poison
    Combat 9: 1d8 + 1d4 + 1d4 + 4 ⇒ (2) + (3) + (4) + 4 = 13

    I quickly grab my dagger and with the aid of the Druid, we quickly dispatch of the Scorpion. Unfortunately, this was not what I had tracked earlier. I will continue on once I find the tracks again.

    Arabundi wrote:

    Hand: Banner, Dagger, Hand Crossbow, Arquebus, Cure, Blessing Of the Samurai 2

    Displayed: Gambeson
    Deck: 6 Discard: 2 Buried: 0
    Notes: You can recharge my Cure, Dagger, Arquebus in that order to add a 1d4 to your combat check. You can Recharge my BotS for Melee/Ranged combat.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [ ] +1 [] +2 [] +3 []+4
    - Ranged: Dexterity+3
    Constitution d10 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [] +2
    - Knowledge: Intelligence+2
    Wisdom d8 [] +1 [ ] +2 [ ] +3
    - Divine: Wisdom +1
    Charisma d4 [ ] +1 []+2

    Favored Card: Weapon or Spell
    Hand Size: 6 [ ] 7 [] 8
    Proficient With: Light Armors, Weapons

    POWERS:
    You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 ([]2)
    Add 2 ([] 4) to your check to acquire a spell that has the Divine trait.
    You may recharge a card to add 1d4 to a combat check by a character at another location.


    Nok-Nok's Deck Handler

    Wouldn't have changed the result, but remember that all checks to defeat monsters are 2 higher due to the scenario special rules. Also, the Ambush was Veteran, so it would have been a Wisdom 11 check.

    Grand Lodge

    Aric, you're up!

    During This Adventure: None

    During This Scenario: If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number (2).

    Additional Rules:

    During This Campaign:
    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
    This adventure does not use traders.
    Do not read any scenario’s villains or henchmen before playing it.
    If you are dead at the end of a scenario, you may play another character for the next scenario.
    If you fail a scenario, immediately replay it.
    When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
    Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:
    Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.

    Reinforcements:
    On your check, after the roll, you may bury this card to add 1d8. You may bury this card; each character shuffles a random card from his discard pile into his deck. You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    Turn: 2, Aric/MatsuKurisu

    Random Cards:

    Monsters
    Spoiler:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Spoiler:
    Magma Spirit
    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 charcter at your location is dealt 1 Fire Damage.

    Spoiler:
    Coffer Corpse
    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:
    Ice Elemental
    Monster 2
    Traits:
    Elemental
    Outsider
    Cold
    Elite
    To Defeat:
    Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.

    Spoiler:
    Magma Spirit
    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 charcter at your location is dealt 1 Fire Damage.

    Barriers
    Spoiler:
    Dry Quicksand
    Barrier C
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Spoiler:
    Malfunctioning Deathtrap
    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; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Spoiler:
    Malfunctioning Deathtrap
    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; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Spoiler:
    Lightning Storm
    Barrier B
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    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.

    Spoiler:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Weapons
    Spoiler:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Spoiler:
    Kopis
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    Spoiler:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Ooze Falchion +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+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. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Spells
    Spoiler:
    Find Traps
    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:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Acid Splash
    Spell B
    Traits:
    Magic
    Arcane
    Acid
    Attack To Acquire:
    Intelligence
    Arcane 4
    For your combat or disable check, discard this card to use your Arcane skill + 1d6.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Deathgrip
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power 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 10 check to recharge this card instead of discarding it.

    Spoiler:
    Immolate
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    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 7 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Armored Kilt
    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.

    Spoiler:
    Crocodile Skin Armor
    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 to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity 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 light armors, you may recharge this card to examine the top card of your location.

    Spoiler:
    Crocodile Skin Armor
    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 to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Crocodile Skin Armor
    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 to 0. If proficient with light armors, bury it instead.

    Items
    Spoiler:
    Acid Flask
    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:
    Magic Carpet
    Item 2
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

    Spoiler:
    Seer's Tea
    Item B
    Traits:
    Liquid
    Magic To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Spoiler:
    Glyphbane Gloves
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Spoiler:
    Scroll of Thoth
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Allies
    Spoiler:
    Unwrapped Harmony
    Ally 2
    Traits:
    Trigger
    Caligni
    Oracle To Acquire:
    Perception
    Charisma
    Diplomacy 11
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Spoiler:
    Stone Weasel
    Ally B
    Traits:
    Animal
    Elemental To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Spoiler:
    Nefti the Bard
    Ally B
    Traits:
    Human
    Bard
    Aspis To Acquire:
    Charisma
    Diplomacy 8
    If you fail the check 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 an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Spoiler:
    Embalmer
    Ally B
    Traits:
    Human
    Hireling
    Basic To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Spoiler:
    Stained Glass Elemental
    Ally C
    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 your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Blessings
    Spoiler:
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Spoiler:
    Blessing of the Elements
    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 Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Spoiler:
    Blessing of the Ancients
    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, 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.

    Top of Blessing Discard Pile:

    Blessing of Horus:
    Blessing of Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 2 /
    Blessing of the Elements
    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:
    Blessings Deck Card 3 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 4 /
    Blessing of the Elements
    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:
    Blessings Deck Card 5 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Nethys
    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 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:
    Blessings Deck Card 7 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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:
    Blessings Deck Card 8 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 9 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Elements
    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:
    Blessings Deck Card 14 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Wadjet
    Blessing C
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Abadar
    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:
    Blessings Deck Card 17 /
    Blessing of Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 19 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the Elements
    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:
    Blessings Deck Card 21 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 22 /
    Blessing of the Elements
    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:
    Blessings Deck Card 23 /
    Blessing of the Elements
    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:
    Blessings Deck Card 24 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 25 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 26 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 27 /
    Blessing of the Elements
    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:
    Blessings Deck Card 28 /
    Blessing of the Elements
    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.

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Dilapidated Plaza Card 2:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Dilapidated Plaza Card 3:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Dilapidated Plaza Card 4:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Dilapidated Plaza Card 5:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Dilapidated Plaza Card 6:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the 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.

    Dilapidated Plaza Card 7:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dilapidated Plaza Card 8:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Dilapidated Plaza Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Dilapidated Plaza Card 10:
    Druid of the Storm
    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.

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Osirion History Guide
    Item B
    Traits:
    Book
    Basic To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Dye Market Card 2:
    Dhabba
    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.

    Dye Market Card 3:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 4:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Dye Market Card 5:
    Bone Lamellar
    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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Dye Market Card 6:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Dye Market Card 7:
    Shasalqu
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Dye Market Card 8:
    Icy Longspear +1
    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 a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Dye Market Card 9:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Dye Market Card 10:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Cleric of Nethys
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the 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.

    Alchemical Laboratory Card 2:
    Fiery Glare
    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 would 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, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 3:
    Flame Staff
    Item C
    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.

    Alchemical Laboratory Card 4:
    Kohl of Uncanny Discernment
    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.

    Alchemical Laboratory Card 5:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Alchemical Laboratory Card 6:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 7:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Alchemical Laboratory Card 8:
    Acid Jet
    Spell C
    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. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Alchemical Laboratory Card 10:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
    Located/Displayed Here: Oloch/TColMaster, None

    Ruined Temple Card 1:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Ruined Temple Card 2:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Ruined Temple Card 3:
    Minnothet
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Ruined Temple Card 4:
    Burglar's Bracers
    Item B
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Ruined Temple Card 5:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Ruined Temple Card 6:
    Blessing of the Ancients
    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, 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.

    Ruined Temple Card 7:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Ruined Temple Card 8:
    Desert Trapper
    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.

    Ruined Temple Card 9:
    Sands of Time
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    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 10 check to recharge it instead.

    Ruined Temple Card 10:
    Crocodile Skin Shield
    Armor C
    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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

    Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Arabundi/Gimry, None

    Great Library of Tephu Card 1:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Great Library of Tephu Card 2:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 3:
    Blessing of the Ancients
    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, 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.

    Great Library of Tephu Card 4:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 5:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 6:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Great Library of Tephu Card 7:
    Scarab Swarm
    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.

    Guardian Vault
    At This Location: If you move to this location, you are dealt 2 Poison damage.
    At the end of your turn you are moved to a random location.
    When Closing: Draw a random scourge from the box.
    When Permanently Closed: On closing, you are moved to a random location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Aric/MatsuKurisu, Nok-Nok/Player_shnik, None

    Guardian Vault Card 1:
    Blessing of the Ancients
    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, 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.

    Guardian Vault Card 2:
    Dark Stalker
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Guardian Vault Card 3:
    Burglar's Bracers
    Item C
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Guardian Vault Card 4:
    Canteen
    Item C
    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 faceup on this card instead. You may bury this card to add all the items on this card to your hand.

    Guardian Vault Card 5:
    Fire Kukri +1
    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.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Guardian Vault Card 6:
    Trapped Locker
    Barrier B
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Guardian Vault Card 7:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Guardian Vault Card 8:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    DEFEATING THIS HENCHMAN DOES NOT ALLOW YOU TO ATTEMPT TO CLOSE THIS LOCATION.

    Guardian Vault Card 9:
    Mummify Self
    Spell P
    Traits:
    Magic
    Divine To Acquire:
    WisdomDivine 10
    Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
    At the end of the scenario, if you do not have the Divine skill, banish this card.

    Guardian Vault Card 10:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.

    Grand Lodge

    Nok-Nok, please keep this thread for Gameplay only. Discussion thread to discuss, or the Google Hangouts link that I sent you via email.

    Grand Lodge

    Google Sheets Info

    Hand Update due to card usage

    Oloch wrote:

    Hand: Cure, Dwarven Longhammer +1, Weapon of Awe,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [x]+2 [ ] +3 [ ] +4
    Melee: STR +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d10 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light, Heavy, Weapons
    Powers:
    <Power 1> When another character at your locan would fail to defeat a monster, that character may discard a card to evade that monster, then you enounter it.
    <Power 2>When you attempt a check, you may display any number of blessings and spells; for each card displayed add 1 [ ]2 to your check. Before you reset your hand, recharge the displayed cards. [X] You may reset your hand at the start of your turn.
    <Power 3>[X] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
    <Power 4>
    <Power 5>

    Grand Lodge

    Aric, you're up.

    Grand Lodge

    Nok-Nok, it is your turn.


    Nok-Nok's Deck Handler

    Nok-Nok walks into the Vault full of ancient secrets.

    Explore - Blessing of the Ancients

    Divine 3: 1d4 ⇒ 2

    "Ooh, old gods... Bah, Nok-Nok better god than them! Don't need their help! Now, you, servant... Find me something nice!"

    Discard Reformarium Servant to Explore - Dark Stalker

    "A baddie? Why do other goblins hate me so? Guess I'll have to whack it!"

    Reveal my Sword Cane to use Stealth +1d6 for my combat check. A Combat 16 check is kind of rough, so I'll also discard my Blessing of the Gobs 3.

    Combat 16: 2d8 + 1d6 + 1d4 + 6 ⇒ (3, 6) + (3) + (3) + 6 = 21

    And I passed the check by 3 or more, so no Fire damage!

    "Take that! ...But now I don't know where I'm at anymore..."

    End of turn, Nok-Nok gets moved to...

    Random Location: 1d6 ⇒ 5

    The Great Library of Tephu!

    "Oh, hi, Scruffy Brows! Nok-Nok so happy Nok-Nok found a friend!"

    Nok-Nok wrote:

    Hand: Quick-Change Mask, Kama, Doghide Armor, Blessing of the Gobs 1, Sword Cane,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Notes:

    Skills and Powers:
    SKILLS

    Strength d8 [X]+1 [ ]+2 [ ] +3
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    -Stealth: Dexterity +3
    Constitution d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    -Disable: Constitution +0
    -Fortitude: Constitution +2
    Intelligence d4 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    POWERS
    Hand Size 5 [ ] 6
    Proficient with: Light Armors, Weapons
    -On your check against a monster ([X] or a barrier), add 1 plus the number of barriers in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
    -On your check against a weapon or an item, add ([ ] 1d4 plus) the number of monsters in your location’s deck list.
    -You may recharge up to 2 cards you would discard as damage.

    Favored Card Type: Weapon

    Grand Lodge

    Google Sheets Info

    Walking up to the temple, Oloch comes across the VILLAIN!!!!!!!!!

    When close attempts are completed:

    -Reveal Cure, Weapon of AWE
    WIS 8: 2d8 + 2 ⇒ (5, 2) + 2 = 9 PASS

    -Reveal Dwarven Longhammer +1
    -Recharge Blessing of the Samurai
    Combat 16: 3d10 + 5 ⇒ (9, 9, 2) + 5 = 25

    Villain beaten, moved to an open location.

    Oloch wrote:

    Hand: Blessing of the Gods 3, Champion's Do-Maru, Dwarven Longhammer +1, Surgeon,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    [spoiler=Skills and Powers]SKILLS

    Strength d10 [X]+1 [x]+2 [ ] +3 [ ] +4
    Melee: STR +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d10 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light, Heavy, Weapons
    Powers:
    <Power 1> When another character at your locan would fail to defeat a monster, that character may discard a card to evade that monster, then you enounter it.
    <Power 2>When you attempt a check, you may display any number of blessings and spells; for each card displayed add 1 [ ]2 to your check. Before you reset your hand, recharge the displayed cards. [X] You may reset your hand at the start of your turn.
    <Power 3>[X] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
    <Power 4>
    <Power 5>

    [/spoiler]


    Nok-Nok's Deck Handler

    Nok-Nok's d4 Intelligence says he won't be trying to close the Great Library.


    Male Human Vigilante Deck Handler

    I’ll avoid getting a Curse that early in the game without a way to remove it, and just for a temporary closing.


    Arabundi Deck Handler

    "VILLAIN!" I hear Oloch exclaim from the temple. I quickly forget my chase and begin to try to bar entrance to the Library.

    Going to avoid using a blessing since it's early and he's running anyway.

    Knowledge 6: 1d6 + 2 ⇒ (6) + 2 = 8

    "There. That'll do it."

    I turn to Nok-Nok.

    "That villain won't trouble us none fer awhile".

    Great Library of Tephu is successfully temp closed.


    Male Human Vigilante Deck Handler

    Doing my turn. Blessing of the Elements.
    Switching to Red Raven at beginning of turn.
    Not moving, using The Red Raven to examine top card of deck:
    Random card # (11 is blessing/villain): 1d9 + 3 ⇒ (8) + 3 = 11
    Random blessing/villain (1 is villain): 1d4 ⇒ 1 Villain again!

    The Red Raven shouts “I saw the villain come this way!”

    Exploring. Please other players, do temporary closing

    After closing:

    Recharging Psychic Detective on check.
    Perception 8: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
    Cold Damage: 1d4 ⇒ 3 discarding blessing of the spy 2, Fencer, Mask of the Red Raven

    The Red Raven tries to get in to kill the villain but does not spot the trap she put and steps right in it.

    Discarding blessing of the ancients (recharged due to basic trait on top blessing) and rapier on check.

    Trying to kill, or at least inflict a severe wound on the undead villain, the masked vigilante uses all his combat ability.

    Combat 16: 2d10 + 4 + 3d4 ⇒ (9, 5) + 4 + (3, 4, 3) = 28

    He manages to inflict enough damage to it and it runs away before his friends could come to destroy it.

    Guardian Vault is closed. Villain goes to a random open location.

    Moved to random location: 1d6 ⇒ 4 Having chased the villain a bit, the red raven ends up in the Ruined Temple.

    The Red Raven at Ruined Temple wrote:

    Hand (Size 4): Masque (Ally), Dandy Brute (Ally), Lookout (Ally), Punching Dagger (Weapon)

    Deck: 7 Discard: 4 Buried: 0
    Notes:
    Kit: Kama (Weapon), Gambeson (Armor), Magnifying Glass (Item)

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8
    Perception: Wisdom +2
    Charisma d4

    Powers
    Hand Size 4
    Proficient with: Light Armors | Weapons
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step, you may examine the top card of your location deck.

    Favored Card: None

    Aric Skills and Powers:
    Skills
    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1
    Diplomacy: Charisma +3

    Powers
    Hand Size 6
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

    Favored Card: None


    Reinforcements have been moved from our table to yours.

    Reinforcements now displayed at this table.


    Arabundi Deck Handler

    The Villain again?! How many times must we encounter this wizard before we finally put him down?

    Knowledge 6: 1d6 + 2 ⇒ (1) + 2 = 3

    I have no time to worry about the villain now, I must return to my search for the thing that tried to ambush me.

    Temp close of Great Library of Tephu failed.


    Nok-Nok's Deck Handler

    Discarded Blessing of the Gobs 1 for Oloch's Wisdom test against the villain.

    Nok-Nok wrote:

    Hand: Quick-Change Mask, Kama, Doghide Armor, Sword Cane,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Notes:

    Skills and Powers:

    SKILLS
    Strength d8 [X]+1 [ ]+2 [ ] +3
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    -Stealth: Dexterity +3
    Constitution d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    -Disable: Constitution +0
    -Fortitude: Constitution +2
    Intelligence d4 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    POWERS
    Hand Size 5 [ ] 6
    Proficient with: Light Armors, Weapons
    -On your check against a monster ([X] or a barrier), add 1 plus the number of barriers in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
    -On your check against a weapon or an item, add ([ ] 1d4 plus) the number of monsters in your location’s deck list.
    -You may recharge up to 2 cards you would discard as damage.

    Favored Card Type: Weapon


    Male Human Vigilante Deck Handler

    If everyone is OK, I’d like to use the Reinforcements to heal all our characters.

    Grand Lodge

    Oloch, you get a random blessing for closing the Ruined Temple: a Blessing of Thoth!

    Blessing of Thoth:

    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold
    To Acquire:
    Divine 6 OR
    Wisdom Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Arabundi, you're up.

    During This Campaign:
    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
    This adventure does not use traders.
    Do not read any scenario’s villains or henchmen before playing it.
    If you are dead at the end of a scenario, you may play another character for the next scenario.
    If you fail a scenario, immediately replay it.
    When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
    Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:
    Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed. Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.

    This table currently has a Reinforcements card.

    Reinforcements:
    On your check, after the roll, you may bury this card to add 1d8. You may bury this card; each character shuffles a random card from his discard pile into his deck. You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    Turn: 5, Arabundi/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Death Hound
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.

    Spoiler:
    Acid Mantis
    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:
    Bonecrusher Hyenamaster
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Basic
    To Defeat:
    Combat 9
    THEN Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Spoiler:
    Magma Spirit
    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 charcter at your location is dealt 1 Fire Damage.

    Spoiler:
    Skeletal Jackal
    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 the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Barriers
    Spoiler:
    Alchemical Gas
    Barrier C
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck.
    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.

    Spoiler:
    Shrieking Plant
    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:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Spoiler:
    Malfunctioning Deathtrap
    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; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

    Spoiler:
    Dry Quicksand
    Barrier C
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Weapons
    Spoiler:
    Kopis
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Fighting Crook
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Elite To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
    After you act, reveal an armor or you are dealt 1 combat damage.

    Spoiler:
    Galvanic Chakram +1
    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 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Spoiler:
    Fire Kukri +1
    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.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Whip
    Weapon C
    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 you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Spells
    Spoiler:
    Fireblade
    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:
    Lightning Touch
    Spell C
    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, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spoiler:
    Cure
    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:
    Immolate
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 5
    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 7 check to recharge this card instead of discarding it.

    Spoiler:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Alchemist's Suit
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

    Spoiler:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8
    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 all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Spoiler:
    Armored Kilt
    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.

    Spoiler:
    Crocodile Skin Madu
    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, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

    Spoiler:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8
    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 all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Items
    Spoiler:
    Fire Ward Gel
    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 by a character at your location against a bane that has the Fire trait.

    Spoiler:
    Holy Water Grenade
    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:
    Embalming Fluid
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical To Acquire:
    Intelligence
    Craft
    Knowledge 7
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Spoiler:
    Brilliance of Ra
    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 non-combat Strength check or check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Spoiler:
    Noxious Bomb
    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; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Allies
    Spoiler:
    Porcupine
    Ally C
    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.

    Spoiler:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Spoiler:
    Dredge
    Ally B
    Traits:
    Halfling
    Rogue
    Aspis To Acquire:
    Charisma
    Diplomacy 8
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.

    Spoiler:
    Black Kiss
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Spoiler:
    Camel
    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.

    Blessings
    Spoiler:
    Blessing of the Ancients
    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, 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 Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Spoiler:
    Blessing of Pharasma
    Blessing C
    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
    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 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 Ancients
    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, 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.

    Top of Blessing Discard Pile:

    Blessing of Ra:
    Blessing of Ra
    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 or 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.

    Blessings Remaining: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Elements
    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:
    Blessings Deck Card 2 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Nethys
    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 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:
    Blessings Deck Card 4 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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:
    Blessings Deck Card 5 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 6 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of the Elements
    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:
    Blessings Deck Card 11 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Wadjet
    Blessing C
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Abadar
    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:
    Blessings Deck Card 14 /
    Blessing of Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 16 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of the Elements
    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:
    Blessings Deck Card 18 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 19 /
    Blessing of the Elements
    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:
    Blessings Deck Card 20 /
    Blessing of the Elements
    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:
    Blessings Deck Card 21 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 22 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 23 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 24 /
    Blessing of the Elements
    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:
    Blessings Deck Card 25 /
    Blessing of the Elements
    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.

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 2:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Dilapidated Plaza Card 3:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Dilapidated Plaza Card 4:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Dilapidated Plaza Card 5:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Dilapidated Plaza Card 6:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dilapidated Plaza Card 7:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the 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.

    Dilapidated Plaza Card 8:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Dilapidated Plaza Card 9:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Dilapidated Plaza Card 10:
    Blessing of Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Dilapidated Plaza Card 11:
    Druid of the Storm
    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.

    Dilapidated Plaza Card 12:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.
    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None

    Dye Market Card 1:
    Osirion History Guide
    Item B
    Traits:
    Book
    Basic To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Dye Market Card 2:
    Dhabba
    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.

    Dye Market Card 3:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Dye Market Card 4:
    Shasalqu
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Dye Market Card 5:
    Bone Lamellar
    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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Dye Market Card 6:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Dye Market Card 7:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Dye Market Card 8:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Dye Market Card 9:
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Dye Market Card 10:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dye Market Card 11:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 12:
    Icy Longspear +1
    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 a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here:

    Alchemical Laboratory Card 1:
    Acid Jet
    Spell C
    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. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 2:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 3:
    Cleric of Nethys
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the 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.

    Alchemical Laboratory Card 4:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Alchemical Laboratory Card 5:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Alchemical Laboratory Card 6:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Alchemical Laboratory Card 7:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 8:
    Fiery Glare
    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 would 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, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 9:
    Flame Staff
    Item C
    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.

    Alchemical Laboratory Card 10:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Alchemical Laboratory Card 11:
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Alchemical Laboratory Card 12:
    Kohl of Uncanny Discernment
    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.

    Ruined Temple
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/TColMaster, Aric/MatsuKurisu

    Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 1 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Arabundi/Gimry, Nok-Nok/Player_shnik

    Great Library of Tephu Card 1:
    Scarab Swarm
    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.

    Great Library of Tephu Card 2:
    Blessing of the Ancients
    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, 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.

    Great Library of Tephu Card 3:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 4:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Library of Tephu Card 5:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 6:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Great Library of Tephu Card 7:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 8:
    Blessing of Pharasma
    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.

    Guardian Vault
    Closed
    At This Location: If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:None


    Arabundi Deck Handler

    "Come, Nok-Nok. This place be giving me the creepers."

    As I head back to the last place I saw the tracks of my wanna be ambusher, I am attacked by a Scarab Swarm.

    "Hrmph. But a mere thorn in me side."

    I quickly plant my Banner and load my Hand Crossbow with my Dagger!

    Display Banner for +1 to ALL combat checks.
    Recharge Dagger for Hand Crossbow power

    Scarb Swarm: 6+4(Veteran)+2(Scenario Power) -- (+4) for Scarab Power
    Combat 12(16): 1d8 + 1d6 + 1d8 + 3 + 1 ⇒ (5) + (6) + (3) + 3 + 1 = 18

    Tracking the largest bugger of the group, I easily take it out and then proceed to stomp out the rest of scarabs.

    Now where are those tracks again, all these bugs are muckin up my trackin.

    Note ALL combats get +1 while my Banner is displayed.

    Also don't forget my +1d4 to any combat not at my location if you need it.

    Arabundi wrote:

    Hand: BotG 2, Flight of Arrows, Hand Crossbow, Arquebus, Cure, Blessing Of the Samurai 2

    Displayed: Gambeson, Banner
    Deck: 5 Discard: 3 Buried: 0
    Notes: You can recharge my Flight of Arrows, Cure, Arquebus in that order to add a 1d4 to your combat check. You can Recharge my BotS for Melee/Ranged combat. Also all combat checks get +1 until a combat check is failed.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [ ] +1 [] +2 [] +3 []+4
    - Ranged: Dexterity+3
    Constitution d10 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [] +2
    - Knowledge: Intelligence+2
    Wisdom d8 [] +1 [ ] +2 [ ] +3
    - Divine: Wisdom +1
    Charisma d4 [ ] +1 []+2

    Favored Card: Weapon or Spell
    Hand Size: 6 [ ] 7 [] 8
    Proficient With: Light Armors, Weapons

    POWERS:
    You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 ([]2)
    Add 2 ([] 4) to your check to acquire a spell that has the Divine trait.
    You may recharge a card to add 1d4 to a combat check by a character at another location.


    Nok-Nok's Deck Handler

    "Too many books here! Nok-Nok's head hurts, will go elsewhere."

    Move to Dye Market, the only location Nok-Nok can still close...

    Explore - Osirion History Guide

    "More books! ...Oh well, at least Nok-Nok good at filch- Nok-Nok means, finding things."

    Apparently, in this case, since Nok-Nok's powers mean this is an auto-acquire.

    Wisdom 3: 1d4 + 2 ⇒ (2) + 2 = 4

    "Nok-Nok will try to find pretty pictures in here now."

    End of turn

    Nok-Nok wrote:

    Hand: Quick-Change Mask, Kama, Doghide Armor, Osirion History Guide, Sword Cane,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Notes:

    Skills and Powers:

    SKILLS
    Strength d8 [X]+1 [ ]+2 [ ] +3
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    -Stealth: Dexterity +3
    Constitution d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    -Disable: Constitution +0
    -Fortitude: Constitution +2
    Intelligence d4 [ ] +1
    Wisdom d4 [ ] +1
    Charisma d8 [ ] +1 [ ] +2 [ ] +3

    POWERS
    Hand Size 5 [ ] 6
    Proficient with: Light Armors, Weapons
    -On your check against a monster ([X] or a barrier), add 1 plus the number of barriers in your location’s deck list; if the check has the Finesse or Knife trait, add an additional 1d4 ([ ] 1d6).
    -On your check against a weapon or an item, add ([ ] 1d4 plus) the number of monsters in your location’s deck list.
    -You may recharge up to 2 cards you would discard as damage.

    Favored Card Type: Weapon

    Grand Lodge

    During This Campaign:
    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
    This adventure does not use traders.
    Do not read any scenario’s villains or henchmen before playing it.
    If you are dead at the end of a scenario, you may play another character for the next scenario.
    If you fail a scenario, immediately replay it.
    When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
    Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:
    Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed. Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.

    Reinforcements:
    On your check, after the roll, you may bury this card to add 1d8. You may bury this card; each character shuffles a random card from his discard pile into his deck. You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    Turn: 7, Oloch/TColMaster

    Random Cards:

    Monsters
    Spoiler:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Spoiler:
    Hyena
    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.

    Spoiler:
    Shock Toad
    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.

    Spoiler:
    Vanth
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, draw a random scourge from the box.

    Spoiler:
    Acid Mantis
    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.

    Barriers
    Spoiler:
    Wall Scythes
    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.

    Spoiler:
    Corridor Dart Trap
    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. First choose allies to discard as your damage, if you have any.

    Spoiler:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Spoiler:
    Fireball Trap
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Spoiler:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played.
    If defeated, you may explore your location.
    If undefeated, you are dealt 1d4 Ranged combat damage.

    Weapons
    Spoiler:
    Torch
    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:
    Torch
    Weapon B
    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:
    Glacial Khopesh +1
    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 rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Spoiler:
    Kopis
    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 rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Greatclub +1
    Weapon 2
    Traits:
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    Spoiler:
    Disable Mechanism
    Spell 2
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Acid Jet
    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. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Fireblade
    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:
    Unshakable Chill
    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.

    Spoiler:
    Fireblade
    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.

    Armors
    Spoiler:
    Filter Hood
    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 this armor instead.

    Spoiler:
    Armored Kilt
    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.

    Spoiler:
    Crocodile Skin Armor
    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 to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Tussah Silk Coat
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Spoiler:
    Shield of Fire Resistance
    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 on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Items
    Spoiler:
    Bladeguard
    Item B
    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 has the Acid trait.

    Spoiler:
    Osirion History Guide
    Item B
    Traits:
    Book
    Basic To Acquire:
    Intelligence
    Wisdom
    Knowledge 3
    Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

    Spoiler:
    Frost Staff
    Item C
    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:
    Flame Staff
    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:
    Crowbar
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Allies
    Spoiler:
    Camel
    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:
    Pahmet Clansman
    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 it instead.

    Spoiler:
    Terhk Fourwinds
    Ally C
    Traits:
    Half-Orc
    Fighter To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Spoiler:
    Caravan Guard
    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.

    Spoiler:
    Khelru
    Ally 1
    Traits:
    Human
    Cleric To Acquire:
    Knowledge
    Divine
    Charisma
    Diplomacy 9
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    Blessings
    Spoiler:
    Blessing of the Ancients
    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, 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 Ra
    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 or 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:
    Blessing of Abadar
    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 Ancients
    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, 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 Pharasma
    Blessing C
    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.

    Top of Blessing Discard Pile:

    Blessing of Bastet:
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessings Remaining: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Nethys
    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 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:
    Blessings Deck Card 2 /
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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:
    Blessings Deck Card 3 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 4 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Elements
    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:
    Blessings Deck Card 9 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Wadjet
    Blessing C
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Abadar
    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:
    Blessings Deck Card 12 /
    Blessing of Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 14 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Elements
    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:
    Blessings Deck Card 16 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 17 /
    Blessing of the Elements
    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:
    Blessings Deck Card 18 /
    Blessing of the Elements
    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:
    Blessings Deck Card 19 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 21 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 22 /
    Blessing of the Elements
    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:
    Blessings Deck Card 23 /
    Blessing of the Elements
    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.

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 2:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Dilapidated Plaza Card 3:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Dilapidated Plaza Card 4:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Dilapidated Plaza Card 5:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Dilapidated Plaza Card 6:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dilapidated Plaza Card 7:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the 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.

    Dilapidated Plaza Card 8:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Dilapidated Plaza Card 9:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Dilapidated Plaza Card 10:
    Blessing of Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Dilapidated Plaza Card 11:
    Druid of the Storm
    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.

    Dilapidated Plaza Card 12:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.
    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Nok-Nok/Player_shnik, None

    Dye Market Card 1:
    Dhabba
    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.

    Dye Market Card 2:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Dye Market Card 3:
    Shasalqu
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Dye Market Card 4:
    Bone Lamellar
    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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Dye Market Card 5:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Dye Market Card 6:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Dye Market Card 7:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Dye Market Card 8:
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Dye Market Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dye Market Card 10:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 11:
    Icy Longspear +1
    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 a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None

    Alchemical Laboratory Card 1:
    Acid Jet
    Spell C
    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. Add an additional 1d6 if the monster has the Construct or Ooze trait.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 2:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 3:
    Cleric of Nethys
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the 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.

    Alchemical Laboratory Card 4:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Alchemical Laboratory Card 5:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Alchemical Laboratory Card 6:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Alchemical Laboratory Card 7:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 8:
    Fiery Glare
    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 would 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, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 9:
    Flame Staff
    Item C
    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.

    Alchemical Laboratory Card 10:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Alchemical Laboratory Card 11:
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Alchemical Laboratory Card 12:
    Kohl of Uncanny Discernment
    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.

    Ruined Temple
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/MatsuKurisu, Oloch/TColMaster, None

    Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Arabundi/Gimry, None

    Great Library of Tephu Card 1:
    Blessing of the Ancients
    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, 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.

    Great Library of Tephu Card 2:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 3:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Library of Tephu Card 4:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 5:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Great Library of Tephu Card 6:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 7:
    Blessing of Pharasma
    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.

    Guardian Vault
    Closed
    At This Location: If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Grand Lodge

    Google Sheets Info

    No hand reset at the start of the turn

    Seeing the Villain flee from his fight, Oloch takes a quick breath and heads over to the Academical Laboratory. Looking around he spies a ACID JET scroll.

    Divine 6: 1d8 + 2 ⇒ (3) + 2 = 5

    Unfortunately, it crumbles into dust when Oloch goes to pick it up.

    -Use Surgeon ability to shuffle 1 card from discard pile into deck (only one card in there), recharge Surgeon.
    -Draw 1 card, end turn

    Oloch wrote:

    Hand: Blessing of the Gods 3, Champion's Do-Maru, Dwarven Longhammer +1, Augury,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [x]+2 [ ] +3 [ ] +4
    Melee: STR +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d10 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light, Heavy, Weapons
    Powers:
    <Power 1> When another character at your locan would fail to defeat a monster, that character may discard a card to evade that monster, then you enounter it.
    <Power 2>When you attempt a check, you may display any number of blessings and spells; for each card displayed add 1 [ ]2 to your check. Before you reset your hand, recharge the displayed cards. [X] You may reset your hand at the start of your turn.
    <Power 3>[X] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
    <Power 4>
    <Power 5>


    Male Human Vigilante Deck Handler

    Blessing: Blessing of Nethys
    Moving to Great Library of Tephu as Aric has the knowledge skill.
    Using power to examine card #1, Blessing of the Ancients.
    Exploring.

    Divine 3: 1d4 ⇒ 3 The Red Raven finds a coin on the floor but it is not any coin, its a token given at temples to bring luck. He keeps it.

    Discarding Blessing of the Ancients 2 to examine card #2: Knock, spell 1.
    Switching to Aric after examining, then exploring.


    Male Human Vigilante Deck Handler

    Intelligence 7: 1d8 ⇒ 3 Boon gets shuffled back in location. Aric finds a scroll but has no idea of the spell on it.

    Drawing back my hand

    Aric at Great Library of Tephu wrote:

    Hand (Size 6): Masque (Ally), Dandy Brute (Ally), Lookout (Ally), Punching Dagger (Weapon), Patrician’s Armor (Armor), Signal Whistle (Item)

    Deck: 5 Discard: 5 Buried: 0
    Notes:
    Kit: Kama (Weapon), Gambeson (Armor), Magnifying Glass (Item)

    Aric Skills and Powers:
    Skills

    Strength d6
    Dexterity d4
    Constitution d6
    Intelligence d8
    Knowledge: Intelligence +2
    Wisdom d8
    Perception: Wisdom +2
    Charisma d10 ☑ +1
    Diplomacy: Charisma +3

    Powers
    Hand Size 6
    Proficient with: None
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with the Red Raven’s. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

    Favored Card: None

    The Red Raven Skills and Powers:
    Skills
    Strength d6
    Dexterity d10 ☑ +1
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6
    Intelligence d8
    Wisdom d8
    Perception: Wisdom +2
    Charisma d4

    Powers
    Hand Size 4
    Proficient with: Light Armors | Weapons
    At the start of your turn ☑ or when you examine a card in a location deck, you may replace your character and token with Aric’s. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step, you may examine the top card of your location deck.

    Favored Card: None

    Grand Lodge

    Arabundi, it is now your turn.

    During This Adventure: None

    During This Scenario: None
    Additional Rules:

    During This Campaign:
    At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
    This adventure does not use traders.
    Do not read any scenario’s villains or henchmen before playing it.
    If you are dead at the end of a scenario, you may play another character for the next scenario.
    If you fail a scenario, immediately replay it.
    When playing this adventure in Tier 2, the scourge die is 1d6; in Tier 5, the scourge die is 1d8+1.
    Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    During This Scenario:
    Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed. Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.

    Reinforcements:
    On your check, after the roll, you may bury this card to add 1d8. You may bury this card; each character shuffles a random card from his discard pile into his deck. You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.

    Turn: 9, Arabundi/Gimry

    Random Cards:

    Monsters
    Spoiler:
    Skeletal Jackal
    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 the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Spoiler:
    Hyena
    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.

    Spoiler:
    Death Hound
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
    If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.

    Spoiler:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Spoiler:
    Caravan Raider
    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:
    Trapped Locker
    Barrier C
    Traits:
    Cache
    Lock
    Trap
    Basic
    To Defeat:
    Dexterity
    Disable 9
    OR Strength
    Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

    Spoiler:
    Collapsing Scaffolding
    Barrier C
    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:
    The First Law
    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 you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

    Spoiler:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck.
    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.

    Spoiler:
    Baited Jewel Box
    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 from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, 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.

    Weapons
    Spoiler:
    Javelin of Lightning
    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:
    Scorpion Whip
    Weapon 1
    Traits:
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Elite To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Spoiler:
    Shotel
    Weapon B
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Spoiler:
    Ooze Falchion +1
    Weapon 2
    Traits:
    Sword
    Melee
    Slashing
    Acid
    Magic
    Elite To Acquire:
    Strength
    Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+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. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Spells
    Spoiler:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Unshakable Chill
    Spell C
    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.

    Spoiler:
    Stoneskin
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    Unshakable Chill
    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:
    Filter Hood
    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 this armor instead.

    Spoiler:
    Armor of the Sands
    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, 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.

    Spoiler:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8
    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 all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Spoiler:
    Crocodile Skin Lamellar
    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 to 0. You may succeed at a Craft 8 check to recharge this armor instead.

    Spoiler:
    Crocodile Skin Madu
    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, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

    Items
    Spoiler:
    Flame Staff
    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:
    Kohl of Uncanny Discernment
    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.

    Spoiler:
    Staff of Minor Healing
    Item 1
    Traits:
    Staff
    Magic
    Divine
    Healing 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:
    Hand of the Guilty Man
    Item 2
    Traits:
    Accessory
    Magic
    Mummy To Acquire:
    Wisdom
    Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Spoiler:
    Wing of Horus
    Item B
    Traits:
    Trigger
    Object
    Magic
    Horus To Acquire:
    Dexterity
    Knowledge
    Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Allies
    Spoiler:
    Osirion Ancestor
    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 it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Spoiler:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Spoiler:
    Pahmet Clansman
    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 it instead.

    Spoiler:
    Bal Themm
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    CharismaDiplomacy 10
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

    Spoiler:
    Azaz Arafe and Zazu
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Blessings
    Spoiler:
    Blessing of the Ancients
    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, 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 Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Spoiler:
    Blessing of the Elements
    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
    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, 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 Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Top of Blessing Discard Pile:

    Blessing of Thoth:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Blessings Remaining: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 2 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Elements
    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:
    Blessings Deck Card 7 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Wadjet
    Blessing C
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Abadar
    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:
    Blessings Deck Card 10 /
    Blessing of Wadjet
    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; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 12 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Elements
    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:
    Blessings Deck Card 14 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 15 /
    Blessing of the Elements
    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:
    Blessings Deck Card 16 /
    Blessing of the Elements
    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:
    Blessings Deck Card 17 /
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Ra
    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 or 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:
    Blessings Deck Card 19 /
    Blessing of the Ancients
    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, 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:
    Blessings Deck Card 20 /
    Blessing of the Elements
    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:
    Blessings Deck Card 21 /
    Blessing of the Elements
    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.

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 2:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Dilapidated Plaza Card 3:
    Sun Falcon
    Monster 1
    Traits:
    Animal
    Fire
    To Defeat:
    Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Dilapidated Plaza Card 4:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Dilapidated Plaza Card 5:
    Elemental Treaty
    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, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Dilapidated Plaza Card 6:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dilapidated Plaza Card 7:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the 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.

    Dilapidated Plaza Card 8:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

    Dilapidated Plaza Card 9:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
    At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

    Dilapidated Plaza Card 10:
    Blessing of Horus
    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 check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Dilapidated Plaza Card 11:
    Druid of the Storm
    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.

    Dilapidated Plaza Card 12:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.
    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Nok-Nok/Player_shnik, None

    Dye Market Card 1:
    Dhabba
    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.

    Dye Market Card 2:
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    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 check that invokes the Cold trait.
    Discard this card to examine the top card of your location. 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.

    Dye Market Card 3:
    Shasalqu
    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.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Dye Market Card 4:
    Bone Lamellar
    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 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 to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Dye Market Card 5:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Dye Market Card 6:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Dye Market Card 7:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge 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 to 0. If proficient with light armors, bury it instead.

    Dye Market Card 8:
    Blessing of Bastet
    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. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Dye Market Card 9:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Dye Market Card 10:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Dye Market Card 11:
    Icy Longspear +1
    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 a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: Oloch/TColMaster, None

    Alchemical Laboratory Card 1:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Alchemical Laboratory Card 2:
    Cleric of Nethys
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine
    Knowledge 9
    After you roll a check, recharge this card to add or subtract 2 from the 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.

    Alchemical Laboratory Card 3:
    Velriana Unborn
    Villain 1
    Type: Monster
    Traits:
    Undead
    Wizard
    Aristocrat
    To Defeat:
    Combat 14
    Velriana Unborn is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.

    Alchemical Laboratory Card 4:
    Shock Elemental
    Monster B
    Traits:
    Elemental
    Outsider
    Electricity
    Basic
    To Defeat:
    Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Alchemical Laboratory Card 5:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Alchemical Laboratory Card 6:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Alchemical Laboratory Card 7:
    Fiery Glare
    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 would 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, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Alchemical Laboratory Card 8:
    Flame Staff
    Item C
    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.

    Alchemical Laboratory Card 9:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Alchemical Laboratory Card 10:
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Alchemical Laboratory Card 11:
    Kohl of Uncanny Discernment
    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.

    Ruined Temple
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 0 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: Arabundi/Gimry, Aric/MatsuKurisu, None

    Great Library of Tephu Card 1:
    Acute Senses
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 2:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 3:
    Black Echelon Operative
    Henchman 2
    Type: Monster
    Traits:
    Trigger
    Undead
    Veteran
    To Defeat:
    Combat 11
    When you examine this card, encounter it and ignore its power that happens while you act.
    The Black Echelon Operative is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
    While you act, before another character plays a card, that character discards a card.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Library of Tephu Card 4:
    Blessing of Pharasma
    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.

    Great Library of Tephu Card 5:
    Giant Slug
    Ally B
    Traits:
    Animal
    Acid To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Great Library of Tephu Card 6:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Guardian Vault
    Closed
    At This Location: If you move to this location you are dealt 2 Poison damage.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    Arabundi Deck Handler

    As I continue to track my quarry, I run across a scroll lying on the table.

    Reveal Acute Senses. I get +2 from my power to acquire Divine Spells

    Divine 4: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11

    Hrm. This scroll could prove useful, but it's still not what I was after. I must gather my wits about me before continuing on.

    Dont forget my banner gives +1 to all Combat checks until a check against a bane is failed.

    Arabundi wrote:

    Hand: BotG 2, Acute Senses, Hand Crossbow, Arquebus, Cure, Blessing Of the Samurai 2

    Displayed: Gambeson, Banner, Flight of Arrows
    Deck: 5 Discard: 3 Buried: 0
    Notes: You can recharge my Acute Senses to add a 1d4 to your combat check. You can Recharge my BotS for Melee/Ranged combat. Also all combat checks get +1 until a check against a bane is failed.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ] +1 [ ] +2
    Dexterity d8 [ ] +1 [] +2 [] +3 []+4
    - Ranged: Dexterity+3
    Constitution d10 [ ] +1 [ ] +2
    Intelligence d6 [ ] +1 [] +2
    - Knowledge: Intelligence+2
    Wisdom d8 [] +1 [ ] +2 [ ] +3
    - Divine: Wisdom +1
    Charisma d4 [ ] +1 []+2

    Favored Card: Weapon or Spell
    Hand Size: 6 [ ] 7 [] 8
    Proficient With: Light Armors, Weapons

    POWERS:
    You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 ([]2)
    Add 2 ([] 4) to your check to acquire a spell that has the Divine trait.
    You may recharge a card to add 1d4 to a combat check by a character at another location.

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