[ACG] [CaG] [PluTo] Adventure 3-5: The Sepulcher Soars Anew by Kiya Toren

Game Master Kiya Toren

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Note: there are 8 Curse of Poisoning cards in the box, and it is the only curse that stacks with itself.
Curse of Poisoning:

Spoiler:
Scourge B
Traits: Curse Poison
Powers:
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability:
Spoiler:
Scourge B
Traits: Curse
Powers:
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane:
Spoiler:
Scourge B
Traits: Curse Undead
Powers:
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
Curse of the Ravenous:
Spoiler:
Scourge 1
Traits: Curse
Powers:
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1 - Blessings
2 - Allies
3 - Spells and Weapons
4 - Items
You may only have 1 copy of this card displayed.
Curse of Withering:
Spoiler:
Scourge 2
Traits: Curse
Powers:
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.
You may only have 1 copy of this card displayed.
Curse of Fevered Dreams:
Spoiler:

Scourge 3
Traits: Curse Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. If you already have Curse of Fevered Dreams displayed, banish this card.
Curse of the Sphinx
Spoiler:

Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
Curse of Blindness
Spoiler:

Scourge
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
Curse of the Mummy
Spoiler:

Scourge
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Trader Rules:

In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.

Traders Available:
Hadden Hoppert (offers spells for 2 boons)
Smiths of Wati (offers weapons for 2 boons)
Sunburst Market (offers any Basic boon for 1 boon)
Cards offered by the Sunburst Market
Auction House (offers allies for 2 boons)
Falsin Deek (offers items for 2 boons)
Ghoul Market (offers armors for 2 boons)
Udjebet (offers items with the Magic trait for 3 boons)
Agymah (offers spells with the Arcane trait for 3 boons)
Shardizhad (offers weapons with the Melee trait for 3 boons)
Efni Raan (offers weapons with the Ranged trait for 3 boons)
Naheeba (offers spells with the Divine trait for 3 boons)

Swaps Available (must be of same type):

Remove Curse
Spoiler:

Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait_ After playing this card, if you do not have either the Arcane or Divine skill, banish it_
Spear of the Watchful Guardian
Spoiler:

Loot 1
Type: Weapon
Traits: Spear Melee Piercing 2-Handed Magic
To Acquire: None
Reveal this card to add 1d6 to your Perception check_ For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6_ If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result_
Scarab Buckler
Spoiler:

Loot B
Type: Armor
Traits: Shield Alchemical Healing
To Acquire: None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3_ If proficient with light armor, you may play another armor on this check_ Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait_
Tablet of Languages Lost
Spoiler:

Loot 1
Type: Item
Traits: Object Magic
To Acquire: None 0
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check_ Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item_
Elemental Treaty
Spoiler:

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_
Game of Afterlife
Spoiler:

Loot B
Type: Item
Traits: Object Gambling
To Acquire: None
Bury this card to banish a displayed card that has the Curse trait_ When you would fail a check, bury this card to reroll 1 die; take the new result_ After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it_
Akhentepi's Armor
Spoiler:

Loot 1
Type: Armor
Traits: Light Armor Magic
To Acquire: None
Recharge this card to ignore a non-villain bane's power that happens before you act_ Bury this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, discard this card instead_ If proficent with light armors, you may recharge this card when you reset your hand_
Natron Fang
Spoiler:

Loot 2
Type: Weapon
Traits: Sword Melee Slashing Magic
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if the bane has the Undead trait, you may additionally discard this card to add another 2d8 and the Bludgeoning trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Mask of the Forgotten Pharaoh
Spoiler:

Loot 2
Type: Item
Traits: Accessory Magic Mummy
To Acquire: None
Reveal this card to add 1 to your Intelligence or Wisdom check. If you have a role card, add an additional 1. Recharge this card to add a die to your check that invokes the Undead trait. Recharge this card to reduce Poison damage dealt to you by 2, or to banish a card that has the Curse trait displayed next to your deck.
Neferekhu
Spoiler:

Loot 2
Type: Ally
Traits: Mace Melee Magic Undead Mummy
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Undead or Outsider Traits, you may discard this card to add an additional 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location; then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
Ushabti of the Willing Servant
Spoiler:

Loot 2
Type: Item
Traits: Object Undead
To Acquire: None
Bury this card to add 1d8 to a Strength, Dexterity, or Perception check at your location; you may succeed at a Craft 8 check to discard this card instead.
Hand of the Honest Man
Spoiler:

Loot 2
Type: Item
Traits: Accessory Magic Mummy
To Acquire: None
Bury this card to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead. Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
Tetisurah
Spoiler:

Loot 3
Type: Ally
Traits: Sphinx Druid
To Acquire: None
At the start of your turn, reveal this card to shuffle any number of cards into your deck, then reset your hand. Discard this card to explore your location. During this exploration, add 1d12 to your checks against banes invoke the Cold trait or that have the Maftet or Sphinx trait.
Nefti the Bard
Spoiler:

Ally
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.
Sun Falcon Pectoral
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to explore your location. If the top card of the blessings discard pile has the Basic or Fire trait, bury this card to add 2d6 to your combat check; add an additional 2d6 if the bane has the Undead trait.
Potion of Healing
Spoiler:

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.
Scarab Brooch
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to succeed at your check to temporarily close a location. When you fail a check to close a location, bury this card to reroll the dice; take the new result.
Scarab of Mummy Defense
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to examine the top card of your location. If it has the Undead trait, you may explore your location. Bury this card to banish any number of Curses displayed next to the deck of a character at your location.
Bronze Sentinel
Spoiler:

Loot 4
Type: Armor
Traits: Heavy Armor Construct Magic
To Acquire: None
Display this card to explore your location. While displayed, reduce all damage dealt to you to 0, and add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors. At the end of your exploration, succeed at a Craft 13 check to discard this card; otherwise, bury it instead.
Mythopoeic Sphinx
Spoiler:

Loot 4
Type: Item
Traits: Object Sphinx
To Acquire: None
At the end of your turn, recharge this card to recharge any number of cards in your hand then reset your hand. Then you may search your deck for a spell and draw it. Banish this card to summon and acquire a loot ally that has the Sphinx trait.
Golden Serpent Armband
Spoiler:

Loot 4
Type: Item
Traits: Accessory Magic
To Acquire: None
Reveal this card to reduce damage dealt to you by 1. You may play another Item on this check. Recharge this card to add your Strength or Melee skill to your combat check when you play a spell.
Life Lantern
Spoiler:

MM Loot 5
Type: Item
Traits: Object Attack Magic Divine
To Acquire: None
For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6. Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
Cartouche of Protection
Spoiler:

MM Loot 6
Type: Item
Traits: Object Magic Divine
To Acquire: None
Reveal this card to reduce damage dealt to you by 1. Bury this card to reduce all damage dealt to you by a bane to 0. Recharge this card to move.

Henchmen you might need:
Acid Pool
Spoiler:

Henchman B
Type: Barrier
Traits: Obstacle Acid Veteran
To Defeat: Intelligence Craft Wisdom Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number_ If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result_ If defeated, you may immediately attempt to close the location this henchman came from_
Aghash
Spoiler:

Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck_ The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer a scourge_ If defeated, you may immediately attempt to close the location this henchman came from_
Graven Guardian of Nethys
Spoiler:

Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits_ The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number_ You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys_ If defeated, you may immediately attempt to close the location this henchman came from_
Natron Zombie
Spoiler:

Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits_ The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number_ After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile_
Voices of the Spire
Spoiler:

Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_ If defeated, you may immediately attempt to close the location this henchman came from_
Theletos
Spoiler:

Henchman 3
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by the Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.
Silver Chain Smuggler
Spoiler:

Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Thriae Dancer
Spoiler:

Henchman 3
Type: Monster
Traits: Thriae Bard
To Defeat: Charisma Diplomacy 10 OR Combat 16
The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage. If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer. If defeated, you may examine the top card of any location deck.
Thriae Soldier
Spoiler:

Henchman 3
Type: Monster
Traits: Thriae Soldier
To Defeat: Combat 13 THEN Combat 13
The Thriae Soldier is immune to the Poison trait. All damage dealt by the Thriae Soldier is Poison damage. If your check to defeat exceeds 17, you are dealt 1 Poison damage.
Pure Legion Enforcer
Spoiler:

Henchman 4
Type: Monster
Traits: Human Ranger
To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check. If defeated, you may immediately attempt to close the location this henchman came from.
Beheaded
Spoiler:

Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type: 1. Fire 2. Acid 3. Cold 4. Electricity If defeated, you may immediately attempt to close the location this henchman came from.
Giant Sand Eel
Spoiler:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Spoiler:

None Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Pairaka
Spoiler:

None Henchman 2
Type: Monster
Traits: Curse Outsider Trigger
To Defeat: Combat 13 OR Divine 9
When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Usij Cultist
Spoiler:

None Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Sepid
Spoiler:

None Villain 4
Type: Monster
Traits: Outsider
To Defeat: Combat 25 OR Divine 18
The Sepid is immune to the Fire and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage. If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.

Defensive Stance:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

The current adventure number is 6.


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Season of Plundered Tombs

Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III.

Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age.

Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters.

As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center.

History says that this was once Ulunat, a destructive behemoth laid low by the city’s founder and now inhabited by its elite. There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!

Adventure 1: Serpents in the Deep

Venture-Captain Norden Balentiir smiles as you take a seat in the gardens of the Sandswept Halls. This is the Pathfinder lodge in Sothis, capital of the desert nation of Osirion. Sycamores and tamarisks provide shade, and a lattice of grapevines and hanging plants grow on surrounding trellises. The venture-captain invited you to take part in a secret mission, and you are aware that the deceptively casual open-air meeting is just one of the skilled alchemist’s precautions against discovery. The Pathfinders are not free of troubles: death cultists successfully assaulted the lodge nearly a decade ago, and rogue Pathfinder agents stole from its vaults the following year. The venture-captain focuses his cunning mind and engineering expertise on enhancing the lodge’s protections. Back when the Sandswept Halls was a Keleshite prison, the old wards held. They will hold again.

“My friends,” he says, “thank you for joining me today. As you know, Osirion has been granting access to new archaeological sites by auction and lottery; it’s the Ruby Prince’s new plan to stimulate the economy. There’s a ruined city called Shotep-Kara, taken by the Obari Ocean 3,000 years ago. Most people have forgotten that it even existed. Long story short, the Aspis Consortium managed to gain official permission to excavate a small portion of the ruins in the shallows, the section of the city that was once closest to the shore. I have reason to believe that these ruins might hold secrets connected to the elemental planes; in fact, the city once held powerful portals that acted as secret sea lanes for the Four Pharaohs of Ascension. Thus, the ruins might prove useful in our study of our notable recent acquisition: a gem called the Untouchable Opal, and the elemental lord of air trapped within.

“This represents an opportunity we cannot ignore, and I believe you are best equipped to handle it. I ask that you head east to the Burning Cape, locate the Aspis camp, and infiltrate it without being spotted. A rabidly anti-Pathfinder faction within the Aspis Consortium recently collapsed, and we’ve brokered an uneasy peace with the Aspis. They’re nonetheless our main rivals, so don’t take anything for granted. Figure out what the Aspis know so far, and, if possible, explore the Aspis site yourselves in search of useful lore. A word of warning: Don’t stray past the dig site in the shallows marked by the Aspis, as the deeper city could prove too dangerous even for agents of your skills. Return here with whatever information you can gather; if you find any actionable intelligence, I’ll see to it that you’ll have the first crack at using it. Good luck, Pathfinders.”

This is the gameplay thread for my table of Season of Plundered Tombs Adventure 1, part of the Cards Against Gnomanity PbP convention.
Please add this thread to your Campaigns tab by posting something here.


Here's my starting deck in case anyone is interested:

Hammer weapon 0
Longsword weapon 0
Cure spell 0
Cure 2 spell 0
Fre Snake spell 0
Remove Curse spell 0
Tussah Silk Coat armor 0
Blood Periapt item 0
Camel ally 0
Riding Horse ally 0
Magic Child ally 0
Blessing of the Spellbound blessing 0
Blessing of the Gods blessing 0
Blessing of the Gods 2 blessing 0
Blessing of the Gods 3 blessing 0


3-1A: Ambush at Burning Cape

It’s roughly 100 miles east from Sothis to the ruins of Shotep-Kara on the Burning Cape, Osirion’s northeast coast on the Obari Ocean. After giving you your secret mission to infiltrate the Aspis camp at Shotep-Kara, Venture-Captain Norden Balentiir provided you with camels and enough supplies for three weeks. This is more than enough time, he said, to make it there, perform reconnaissance, and head back, even if something goes wrong. Even though it’s just a small section of the ancient city, what could the Aspis have found there? Might it help the Society with its current schemes? Could it catapult you to fame and fortune?

Much to your dismay, the fresh fruit, bread, and vegetables of the first few days have given way to the usual trail rations by the time you reach the coast. As the sun rises in the east, the entire coastline appears aflame, giving the Burning Cape its name. The shoreline is littered with the wreckage of ancient seafaring vessels; the venture-captain had told you to expect these remains of ships that failed to reach the hidden sea lanes of Shotep-Kara. While ordinarily, these ships would be worthy of their own expeditions, they aren’t your mission this time, so you set thoughts of exploring them aside…at least for now. While you’re distracted by your thoughts, you fail to notice the ambush until the first arrow whizzes past your head, grazing you. The clever gnoll warband must have used the fiery morning glare to cloak their approach! The gnoll leader harries you, using hit-and-run tactics to disappear into hidden escape routes.

---------------

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Villain: Bonecrusher Master
Henchmen: Bonecrusher Ambushers

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

As a source of fire, the Tarworks looks tasty.

Starting at Tarworks. Starting hand...

Radovan wrote:

Hand: BoG 2, Rapier (UI), BoG 1, Clockwork Spy (UI), B of Ancients,

Displayed: Norge form,
Deck: 10 Discard: 0 Buried: 0
Notes: Norge form = immune to fire damage. Feel free to use BoA, especially if top discarded blessing is basic (BoA recharges). BoG 1/2 (Blessing of the Gods) are also potentially available if someone really needs help.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AdDN.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AdDN.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
OPT, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AdDN.

The Brickworks and Volcanic Vents are also really good for me. I'll definitely be moving to those later.


Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Merisel will start at the howling sands

Merisiel wrote:

Hand: Kama, Punching Dagger, Blessing of the spy, Alaeron, Compass,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [ ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

Hand Size 5 [ ]6
Proficient with: Light Armors, [ ] Weapons
Powers:
You may evade your encounter
If you are the only character at your location you may recharge a card to add 1d6 ([ ]+1) ([ ]+2) to your combat check
For your check that has or is against a card that has the finesse trait, you gain the skill melee dexterity +1


Uliah will head to the Brickworks with about the worst starting hand possible.

Uliah wrote:

Hand: Cure, Remove Curse, Cure 2, Riding Horse, Magic Child,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 []+1 []+2 []+3 []+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 []6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine Check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 ad the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.

Grand Lodge

Female Angelkin Magus

Talitha is a an angelkin from Andoran. There, she was a watchtower guardian over the pass to the feared nation of Cheliax.

On the journey to Osirion, she has been quick with a smile and a laugh, sharing many stories of home. But in times of peril, she becomes gravely focused, as now in this gnollish ambush.

After making sure none of her companions were struck by the initial volley of arrows, she quickly grabs her staff and the longsword which bears the crest of her village, and heads towards the Shifting Dunes to seek out the gnoll's leaders.

Starting Decklist:

Magus Arcana Cohort B
Explorer's Staff Weapon B
Longsword Weapon B
Magic Weapon Spell B
Phantom Shield Spell B
Remove Curse Spell B
Fire Snake Spell B
Flame Staff Item B
Bestiary of Garund Item B
Compass Item B
Magical Child Ally B
Blessing of the Spellbound 1 Blessing B
Blessing of the Spellbound 2 Blessing B
Blessing of the Spellbound 3 Blessing B
Blessing of the Gods 1 Blessing B
Blessing of the Gods 2 Blessing B

Talitha, Angelkin Magus wrote:

Hand: Explorer's Staff, Blessing of the Spellbound 1, Blessing of the Gods 1, Longsword, Fire Snake

Displayed:
Deck: 11 Discard: 0 Buried: 0

Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.



During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

Turn: 1, Uliah/Myrddin1209

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
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 3
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck 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 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 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 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 7
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 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 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 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 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 12
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 13
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 14
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 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 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 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 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 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 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 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 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 23
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 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 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 26
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 27
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 28
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 29
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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Brickworks Card 1:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Brickworks Card 2:
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_

Brickworks Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 4:
Marianix Karn
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_
Recharge this card to add 1d6 to your checks to defeat barriers_
Discard this card to explore your location_

Brickworks Card 5:
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_

Brickworks Card 6:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

Brickworks Card 7:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Brickworks Card 8:
Camel
Ally C
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_

Brickworks Card 9:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Brickworks Card 10:
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_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: none

Sulfur Pits Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 2:
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_

Sulfur Pits Card 3:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_

Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Sulfur Pits Card 7:
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_

Sulfur Pits Card 8:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_

Sulfur Pits Card 9:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Sulfur Pits Card 10:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5
Display this card next to your deck_ While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait_ At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_

Volcanic Vents Card 2:
Hyena
Monster B
Traits:
Trigger
Animal
Basic To Acquire:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Volcanic Vents Card 3:
Plague Zombie
Monster 1
Traits:
Undead
Elite To Acquire:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Volcanic Vents Card 4:
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_

Volcanic Vents Card 5:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Volcanic Vents Card 6:
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_

Volcanic Vents Card 7:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite To Acquire:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Volcanic Vents Card 8:
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_

Volcanic Vents Card 9:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Volcanic Vents Card 10:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket

Shifting Dunes Card 1:
Crowbar
Item B
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_

Shifting Dunes Card 2:
Fire Gecko
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_

Shifting Dunes Card 3:
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_

Shifting Dunes Card 4:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Shifting Dunes Card 5:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite To Acquire:
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_

Shifting Dunes Card 6:
Falto
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_
Discard this card to explore your location_

Shifting Dunes Card 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Shifting Dunes Card 8:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Shifting Dunes Card 9:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Shifting Dunes Card 10:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Tarworks Card 1:
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_

Tarworks Card 2:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
The Sand Creeper is immune to the Piercing and Slashing traits_
Before you act, recharge all cards in your hand that have the Electricity trait_

Tarworks Card 3:
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_

Tarworks Card 4:
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_

Tarworks Card 5:
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_

Tarworks Card 6:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Tarworks Card 7:
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_

Tarworks Card 8:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran To Acquire:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

Tarworks Card 9:
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_

Tarworks Card 10:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic To Acquire:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Blessing of 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_

Windswept Chasm Card 2:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

Windswept Chasm Card 3:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Windswept Chasm Card 4:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Windswept Chasm Card 5:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Windswept Chasm Card 6:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_

Windswept Chasm Card 7:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_

Windswept Chasm Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 9:
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_

Windswept Chasm Card 10:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
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_

Howling Sands Card 2:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran To Acquire:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

Howling Sands Card 3:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Howling Sands Card 4:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_

Howling Sands Card 5:
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_

Howling Sands Card 6:
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_

Howling Sands Card 7:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Howling Sands Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Howling Sands Card 9:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 10:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_


I'm not quite sure why there is a random Brickworks on the beach, but it seems strange enough that I think I'll explore it. Oh look, it seems to be home to a Skeletal Jackal. Good thing I can channel some divine energy to fight this thing since all my weapons seem to be lost in the back of the caravan, and I have a horse to help.

Combat 8: 1d6 + 1d8 + 1d4 + 2 ⇒ (1) + (4) + (3) + 2 = 10 Defeated!

Oh Magical Child, why don't you go next now that I killed the Jackal. I'm sure it's safe. Ooh, good job. You found me a Khopesh. I could use one of those right now. Talitha, can I get a blessing on this? I know it's just a B, but I could really use a weapon in my hand.

Melee 7: 2d6 + 2 ⇒ (1, 3) + 2 = 6 Sigh. I'd hate to waste a blessing so I think I'll use my reroll.

Reroll: 1d6 + 5 ⇒ (4) + 5 = 9 Got it!

Ok, I'm going to stop here. Resetting my hand...

Uliah wrote:

Hand: Cure, Remove Curse, Cure 2, Riding Horse, Khopesh,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Deck Box Reroll: Used
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 []+1 []+2 []+3 []+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 []6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine Check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules: Here are some random cards in case you need them during your turn:

Random Monsters:

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:
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:
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:
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_

Spoiler:
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_

Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_

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_


Random Barriers:

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_

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:
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:
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:
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_


Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_


Random 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:
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:
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:
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_

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_


Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_

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_


Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_

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_


Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_


Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_


Turn: 2, Merisiel/thejeffUK
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

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: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck 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 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 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 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 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_
Spoiler:
Blessings Deck Card 7
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 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 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 10
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 11
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 12
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 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 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 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 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 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 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 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 21
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 22
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 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 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 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_
Spoiler:
Blessings Deck Card 26
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 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 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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Brickworks Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 2:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Brickworks Card 3:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Brickworks Card 4:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

Brickworks Card 5:
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_

Brickworks Card 6:
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_

Brickworks Card 7:
Camel
Ally C
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_

Brickworks Card 8:
Marianix Karn
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_
Recharge this card to add 1d6 to your checks to defeat barriers_
Discard this card to explore your location_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 2:
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_

Sulfur Pits Card 3:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_

Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Sulfur Pits Card 7:
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_

Sulfur Pits Card 8:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_

Sulfur Pits Card 9:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Sulfur Pits Card 10:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents Card 1:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5
Display this card next to your deck_ While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait_ At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_

Volcanic Vents Card 2:
Hyena
Monster B
Traits:
Trigger
Animal
Basic To Acquire:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Volcanic Vents Card 3:
Plague Zombie
Monster 1
Traits:
Undead
Elite To Acquire:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Volcanic Vents Card 4:
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_

Volcanic Vents Card 5:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Volcanic Vents Card 6:
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_

Volcanic Vents Card 7:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite To Acquire:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Volcanic Vents Card 8:
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_

Volcanic Vents Card 9:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Volcanic Vents Card 10:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket

Shifting Dunes Card 1:
Crowbar
Item B
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_

Shifting Dunes Card 2:
Fire Gecko
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_

Shifting Dunes Card 3:
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_

Shifting Dunes Card 4:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Shifting Dunes Card 5:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite To Acquire:
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_

Shifting Dunes Card 6:
Falto
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_
Discard this card to explore your location_

Shifting Dunes Card 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Shifting Dunes Card 8:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Shifting Dunes Card 9:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Shifting Dunes Card 10:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Tarworks Card 1:
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_

Tarworks Card 2:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
The Sand Creeper is immune to the Piercing and Slashing traits_
Before you act, recharge all cards in your hand that have the Electricity trait_

Tarworks Card 3:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks Card 4:
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_

Tarworks Card 5:
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_

Tarworks Card 6:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Tarworks Card 7:
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_

Tarworks Card 8:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran To Acquire:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

Tarworks Card 9:
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_

Tarworks Card 10:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic To Acquire:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Blessing of 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_

Windswept Chasm Card 2:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

Windswept Chasm Card 3:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Windswept Chasm Card 4:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Windswept Chasm Card 5:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Windswept Chasm Card 6:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_

Windswept Chasm Card 7:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_

Windswept Chasm Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 9:
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_

Windswept Chasm Card 10:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
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_

Howling Sands Card 2:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran To Acquire:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

Howling Sands Card 3:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Howling Sands Card 4:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_

Howling Sands Card 5:
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_

Howling Sands Card 6:
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_

Howling Sands Card 7:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Howling Sands Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Howling Sands Card 9:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 10:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

The Exchange

Tup will start at the Volcanic Vents

Tup wrote:

Hand: Cure, Immolate, Blessing of the Gobs 3, Potion of Vision, Fireblade, Refomarium Servant,

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

[spoiler=Skills and Powers]SKILLS

Grand Lodge

Female Angelkin Magus

Talitha grants Uliah a blessing as he runs into the Brickworks, suspecting he will need some help, as he seems to have left his weapons in the wagon.

Burying the blessing, so I can use it for rerolls.

Talitha, Angelkin Magus wrote:

Hand: Explorer's Staff, Blessing of the Spellbound 1, Longsword, Fire Snake

Displayed:
Deck: 11 Discard: 0 Buried: 1

Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.



Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Merisiel explores the sands and finds some discarded armour con 4: 1d6 ⇒ 4

Discards anaerobic to explore and encounters a genie kin displays Kama and recharges blessing of the spyto fight and uses her punching dagger

acrobatics 10: 1d12 + 1d6 + 2 + 1d4 ⇒ (5) + (1) + 2 + (1) = 9

Discards compass and ends turn


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Radovan notices a fellow pyro at the Volcanic Vents and saunters over to join him. Adventuring is tough, but it all seems worthwhile when you're on fire.

Move to Volcanic vents. The Nethys blessing is mine, I think?

Let's get this combustion started and jump into a vent. Completely unironically, I find a scroll of Flames of the Faithful. Tup, flame on? [uses a recharge from Tup]

Wisdom 5: 1d6 + 4 ⇒ (4) + 4 = 8

The scroll slides into my pocket, and a fiery soul - a Bonecrusher Hyenamaster (B) - joins my party and strengthens my inner power and resolve.

Tup added +4 and hit me with fire damage - which I cheerfully ignore w/ Norge - giving me a random monster from the box courtesy of Norge, which is displayed by my Norge form. This will happen quite often in the campaign. :)

Next, I'll send the Clockwork Spy ahead to scout. I surprise a Hyena (trigger), which leaves a nasty scratch on my side.

Two damage from trigger, ouch. Discard two blessings: Ancients and one of the BoG. This does give me another displayed monster, however, from my base ability: a Yellow Jelly (B).

Time to return the favor to the Hyena.

Combat 9: 2d8 + 3d4 + 1 ⇒ (4, 5) + (2, 3, 3) + 1 = 18

Combat explanation: 1d8 (STR) + 2d4 (rapier) + 1d4 (non-two-handed bonus) + 1 (Norge) + 1d8 (banishing displayed monster)

The Hyena was a trigger encounter. I still get to explore from the Spy. I find a Plague Zombie, and welcome another death by my hand.

Same roll as before, banishing the other displayed monster.

Combat 11: 2d8 + 3d4 + 1 ⇒ (2, 7) + (3, 3, 2) + 1 = 18

Zombie = dead. Well, it was that already. Now it's *really* dead.

Resetting hand. I didn't really need Tup's help the last two combat rolls, but if Tup had been willing I could have added +4 to each and really, really destroyed my opponents.

Radovan wrote:

Hand: BoG 2, Rapier (UI), Rapier, Thieves' Tools, Flames of the Faithful,

Displayed: Norge form, Clockwork Spy
Deck: 8 Discard: 2 Buried: 0
Notes: I'm Ok for now, but I might need some Curing in my future.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules: Here are some random cards in case you need them during your turn:

Random Monsters:

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:
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_

Spoiler:
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_

Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_

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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Spoiler:
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_


Random Barriers:

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_

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:
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:
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:
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_


Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_


Random 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:
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:
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:
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_

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_


Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_

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_


Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_

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_


Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_


Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_


Turn: 4, Talitha/Wikwocket
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of Nethys:
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck 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_

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 (Tup)
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 (Uliah)
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 (Merisiel)
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 (Radovan)
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 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 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 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 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_
Spoiler:
Blessings Deck Card 9
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 10
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 11
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 12
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 13
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 14
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 15
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 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 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 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 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 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 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 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 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 26
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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Brickworks Card 1:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

Brickworks Card 2:
Camel
Ally C
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_

Brickworks Card 3:
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_

Brickworks Card 4:
Marianix Karn
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_
Recharge this card to add 1d6 to your checks to defeat barriers_
Discard this card to explore your location_

Brickworks Card 5:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Brickworks Card 6:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 7:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Brickworks Card 8:
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_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 2:
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_

Sulfur Pits Card 3:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_

Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Sulfur Pits Card 7:
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_

Sulfur Pits Card 8:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_

Sulfur Pits Card 9:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Sulfur Pits Card 10:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite To Acquire:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Volcanic Vents Card 5:
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_

Volcanic Vents Card 6:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Volcanic Vents Card 7:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket

Shifting Dunes Card 1:
Crowbar
Item B
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_

Shifting Dunes Card 2:
Fire Gecko
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_

Shifting Dunes Card 3:
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_

Shifting Dunes Card 4:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Shifting Dunes Card 5:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite To Acquire:
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_

Shifting Dunes Card 6:
Falto
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_
Discard this card to explore your location_

Shifting Dunes Card 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Shifting Dunes Card 8:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Shifting Dunes Card 9:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Shifting Dunes Card 10:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tarworks Card 1:
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_

Tarworks Card 2:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
The Sand Creeper is immune to the Piercing and Slashing traits_
Before you act, recharge all cards in your hand that have the Electricity trait_

Tarworks Card 3:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks Card 4:
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_

Tarworks Card 5:
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_

Tarworks Card 6:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Tarworks Card 7:
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_

Tarworks Card 8:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran To Acquire:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

Tarworks Card 9:
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_

Tarworks Card 10:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic To Acquire:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Blessing of 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_

Windswept Chasm Card 2:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

Windswept Chasm Card 3:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Windswept Chasm Card 4:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Windswept Chasm Card 5:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Windswept Chasm Card 6:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_

Windswept Chasm Card 7:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_

Windswept Chasm Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 9:
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_

Windswept Chasm Card 10:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Howling Sands Card 2:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_

Howling Sands Card 3:
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_

Howling Sands Card 4:
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_

Howling Sands Card 5:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Howling Sands Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Howling Sands Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 8:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Grand Lodge

Female Angelkin Magus

Talitha reaches the Shifting Dunes, and begins hunting for the gnolls that ambushed the caravan.

She finds a Crowbar, perhaps dropped by the ambushers.
Str 3: 1d8 ⇒ 8
She picks up the tool and puts it in her pack, and continues searching. (Exploring via Blessing of the Spellbound)

She stumbles upon a Fire Gecko over the next dune. Knowing that fire could be useful against the gnolls, she tries to entice it to let her pick it up.
Wis 4: 1d6 ⇒ 3
The gecko skitters away, burning her hand. She channels her angelic magic to try to calm the lizard and try again.
Recharge buried blessing to reroll, Wis 4: 1d6 ⇒ 4
As she tries to grab the gecko, it runs around the dune, and she follows. (Discarding gecko to explore)

She finds a burned-out campfire, with a discarded Torch left in it.
Str 4: 1d8 ⇒ 4
She mentally adds "littering" to the list of the gnolls' crimes as she inspects the torch. She notices some tracks leading away from the campfire, and pursues. (Burying torch to explore)

Unfortunately, the trail was a trap, and she stumbles into a Camouflaged Pit Trap! She quickly casts Fire Snake to grab on to the edge of the pit!
Perception 6, using Arcane: 1d10 + 2 ⇒ (9) + 2 = 11
Arcane 8 recharge: 1d10 + 2 ⇒ (4) + 2 = 6 -> spell discarded
The tendril of fire successfully catches the edge, and she swings up and out of the pit.

(Exploring from beating the barrier) However, as she lands on the other side, she disturbs a Shrieking Plant, left there as an alarm for the pit. In no mood for this nonsense, she takes out the crowbar she found, and applies it liberally to the plant.
Wisdom 8, discarding crowbar for +2 die vs an Obstacle: 3d6 ⇒ (3, 2, 4) = 9
Str 3 recharge: 1d8 ⇒ 2 -> crowbar discarded
The plant is crushed by the crowbar, and its muffled shrieks turn into gurgles and then silence.

Talitha pauses a moment to rest, and get her bearings again.

Talitha, Angelkin Magus wrote:

Hand: Explorer's Staff, Longsword, Blessing of the Gods 2, Remove Curse, Blessing of the Spellbound 2

Displayed:
Deck: 9 Discard: 4 Buried: 1

Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.



Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

So to tidy up my earlier turn I recharged the punching dagger and got an extra d6 from using the kama

arcobatics 10: 9 + 1d6 ⇒ 9 + (2) = 11

So compass not discarded reset hand

Merisiel wrote:

Hand: Kama, Crocodile skin armour, Stalking armor, Appleslayer, Compass,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [ ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

Hand Size 5 [ ]6
Proficient with: Light Armors, [ ] Weapons
Powers:
You may evade your encounter
If you are the only character at your location you may recharge a card to add 1d6 ([ ]+1) ([ ]+2) to your combat check
For your check that has or is against a card that has the finesse trait, you gain the skill melee dexterity +1


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules: Here are some random cards in case you need them during your turn:

Random Monsters:

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:
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_

Spoiler:
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_

Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_

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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Spoiler:
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_


Random Barriers:

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_

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:
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:
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:
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_


Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_


Random 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:
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:
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:
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_

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_


Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_

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_


Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_

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_


Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_


Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_


Turn: 5, Tup/MikeODonnell
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of the Elements:
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_

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
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 -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 -1
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 0
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 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 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 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 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 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 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 7
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 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 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 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 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 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 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 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 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 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 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 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 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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209, None

Brickworks Card 1:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

Brickworks Card 2:
Camel
Ally C
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_

Brickworks Card 3:
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_

Brickworks Card 4:
Marianix Karn
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_
Recharge this card to add 1d6 to your checks to defeat barriers_
Discard this card to explore your location_

Brickworks Card 5:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Brickworks Card 6:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 7:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Brickworks Card 8:
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_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 2:
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_

Sulfur Pits Card 3:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_

Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Sulfur Pits Card 7:
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_

Sulfur Pits Card 8:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_

Sulfur Pits Card 9:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Sulfur Pits Card 10:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell, None

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite To Acquire:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Volcanic Vents Card 5:
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_

Volcanic Vents Card 6:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Volcanic Vents Card 7:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket, None

Shifting Dunes Card 1:
Falto
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_
Discard this card to explore your location_

Shifting Dunes Card 2:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Shifting Dunes Card 3:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Shifting Dunes Card 4:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Shifting Dunes Card 5:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tarworks Card 1:
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_

Tarworks Card 2:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
The Sand Creeper is immune to the Piercing and Slashing traits_
Before you act, recharge all cards in your hand that have the Electricity trait_

Tarworks Card 3:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks Card 4:
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_

Tarworks Card 5:
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_

Tarworks Card 6:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Tarworks Card 7:
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_

Tarworks Card 8:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran To Acquire:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

Tarworks Card 9:
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_

Tarworks Card 10:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic To Acquire:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Blessing of 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_

Windswept Chasm Card 2:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

Windswept Chasm Card 3:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Windswept Chasm Card 4:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Windswept Chasm Card 5:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Windswept Chasm Card 6:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_

Windswept Chasm Card 7:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_

Windswept Chasm Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 9:
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_

Windswept Chasm Card 10:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK, None

Howling Sands Card 1:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Howling Sands Card 2:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_

Howling Sands Card 3:
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_

Howling Sands Card 4:
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_

Howling Sands Card 5:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Howling Sands Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Howling Sands Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 8:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

The Exchange

Tup assists Radovan to acquire a scroll (recharge Potion of Vision).

Tup starts to wander the the Volcanic Vents looking for Gnolls to burn. Instead he finds an Icy Longspear +1 stuck in the wall. He attempts to pull it out but is unsuccessful. strength melee check: 1d4 ⇒ 3

Tup continues the search for things to burn. (discard Refomarium Servant)
His search is successful as he bumps into the Bonecrusher Master.

Tup wrote:

Hand: Cure, Immolate, Blessing of the Gobs 3, Fireblade,

"When another character at your location attemps a check, you may
recharge a card to add 4 and the Fire trait. Each character at you
location other than you is dealt 1d4 Fire Damage."


Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Merisiel attempts to close the howling sands

acrobatics 5: 1d12 + 2 ⇒ (12) + 2 = 14

Gnolls shoot at her as she successfully closes the sands

ranged combat damage: 1d4 ⇒ 4

Buries her stalking armour

Merisiel wrote:

Hand: Kama, Crocodile skin armour, Appleslayer, Compass,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [ ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

Hand Size 5 [ ]6
Proficient with: Light Armors, [ ] Weapons
Powers:
You may evade your encounter
If you are the only character at your location you may recharge a card to add 1d6 ([ ]+1) ([ ]+2) to your combat check
For your check that has or is against a card that has the finesse trait, you gain the skill melee dexterity +1

Sands closed. Gnoll shooting excellent damm them


Giant Sand Eel
Henchman Monster B
Traits
Animal
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

The Exchange

Tup points to Bonecrusher Master and shouts Tup no like talking dogs. combat 11: 2d12 + 2d4 + 1 ⇒ (8, 3) + (3, 1) + 1 = 16 (discarding Immolation and Blessing of Gobs). The smell of burning gnoll fills the area as Bonecrusher Master is engulfed in flames.

arcane recharge 7: 1d12 + 1 ⇒ (2) + 1 = 3

Tup is burnt a little from the flames. (discarding Fireblade for the 1 point fire damage)

Tup wrote:

Hand: Cure, turtle, Blessing of the Gobs 1, Deliverance, torch, blessing of the Gobs 2, Displayed: Deck: 8 Discard: 3 Buried: 0"Notes: "[b]Notes: When another character at your location attemps a check, you may

recharge a card to add 4 and the Fire trait. Each character at you
location other than you is dealt 1d4 Fire Damage. I good for 4 uses this turn"


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Here are some random cards in case you need them during your turn:
Random Monsters:

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:
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_

Spoiler:
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_

Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_

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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Spoiler:
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_


Random Barriers:

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_

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:
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:
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:
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_


Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_


Random 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:
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:
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:
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_

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_


Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_

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_


Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_

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_


Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_


Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_


Turn: 6, Uliah/Myrddin1209
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of the Elements:
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_

Blessings Remaining: 25

Blessings Deck

Spoiler:
Blessings Deck Card (Merisiel)
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 (Radovan)
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 (Talitha)
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 (Tup)
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 -36
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 -35
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 -34
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 -33
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 -32
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 -31
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 -30
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 -29
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 -28
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 -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 -26
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 -25
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 -24
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 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 -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 -21
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 -20
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 -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 -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]
Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Uliah/Myrddin1209

Brickworks Card 1:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Brickworks Card 2:
Blessing of the Elements
Blessing C
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_

Brickworks Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 4:
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_

Brickworks Card 5:
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_

Brickworks Card 6:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

Brickworks Card 7:
Camel
Ally C
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_

Brickworks Card 8:
Marianix Karn
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_
Recharge this card to add 1d6 to your checks to defeat barriers_
Discard this card to explore your location_

Brickworks Card 9:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None

Sulfur Pits Card 1:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_

Sulfur Pits Card 2:
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_

Sulfur Pits Card 3:
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_

Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Sulfur Pits Card 5:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Sulfur Pits Card 6:
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_

Sulfur Pits Card 7:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_

Sulfur Pits Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 9:
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_

Sulfur Pits Card 10:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Sulfur Pits Card 11:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Talitha/Wikwocket

Shifting Dunes Card 1:
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_

Shifting Dunes Card 2:
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_

Shifting Dunes Card 3:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Shifting Dunes Card 4:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 5:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Shifting Dunes Card 6:
Falto
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_
Discard this card to explore your location_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
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_

Tarworks Card 2:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran To Acquire:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

Tarworks Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 4:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic To Acquire:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

Tarworks Card 5:
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_

Tarworks Card 6:
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_

Tarworks Card 7:
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_

Tarworks Card 8:
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_

Tarworks Card 9:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
The Sand Creeper is immune to the Piercing and Slashing traits_
Before you act, recharge all cards in your hand that have the Electricity trait_

Tarworks Card 10:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks Card 11:
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_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Windswept Chasm Card 1:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Windswept Chasm Card 2:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 5:
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_

Windswept Chasm Card 6:
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_

Windswept Chasm Card 7:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

Windswept Chasm Card 8:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Windswept Chasm Card 9:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_

Windswept Chasm Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 11:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Howling Sands Card 2:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_

Howling Sands Card 3:
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_

Howling Sands Card 4:
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_

Howling Sands Card 5:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Howling Sands Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Howling Sands Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 8:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_


I'll continue to explore this lovely Brickworks. Oh look, a Hurtling Tiles Trap. Who the hell built this Brickworks? Can I get a blessing from someone please? I'm rolling my Int so that will give me 2d6 to get a 6...

Int 6: 2d6 ⇒ (4, 3) = 7 Got it. Phew. And it let's me explore again. That's nice. Blessing of the Elements. So much better than a trap. I'll roll Wisdom on it.

Wisdom 6: 1d10 ⇒ 4 Sigh. Oh well.

I guess I'll use my horse to explore again. Bonecrusher Ambusher. At least I have a weapon now. But first, the Wisdom check.

Wisdom 5: 1d10 ⇒ 2 Ouch. Ok. Damage time.

Dmg: 1d4 - 1 ⇒ (1) - 1 = 0 Nice! For the combat, I'll discard my Khopesh.

Combat 10: 1d6 + 1d8 + 4 ⇒ (4) + (2) + 4 = 10 Got it, even if only barely.

Can I get another blessing for the close check please?

Strength 5: 2d6 ⇒ (4, 3) = 7 Closed!

Resetting my hand...

Uliah wrote:

Hand: Cure, Remove Curse, Cure 2, Camel, Blood Periapt,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Deck Box Reroll: Used
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 []+1 []+2 []+3 []+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 []6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine Check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.


Kiya just reminded me that I need to shuffle the henchman into a random open location. Let's see where he ends up:

Random Location: 1d5 ⇒ 2 => Shifting Dunes. Sorry Talitha.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Here are some random cards in case you need them during your turn:
Random Monsters:

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:
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_

Spoiler:
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_

Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_

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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Spoiler:
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_


Random Barriers:

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_

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:
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:
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:
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_


Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_


Random 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:
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:
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:
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_

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_


Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_

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_


Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_

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_


Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_


Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_


Turn: 7, Merisiel/thejeffUK
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of the Ancients:
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_

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card (Radovan)
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 (Talitha)
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 (Tup)
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 (Uliah)
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 -37
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 -36
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 -35
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 -34
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 -33
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 -32
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 -31
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 -30
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 -29
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 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 -27
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 -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 -25
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 -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 -23
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 -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 -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 -20
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_

Brickworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None

Sulfur Pits Card 1:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_

Sulfur Pits Card 2:
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_

Sulfur Pits Card 3:
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_

Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Sulfur Pits Card 5:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Sulfur Pits Card 6:
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_

Sulfur Pits Card 7:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_

Sulfur Pits Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 9:
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_

Sulfur Pits Card 10:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Sulfur Pits Card 11:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Talitha/Wikwocket

Shifting Dunes Card 1:
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_

Shifting Dunes Card 2:
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_

Shifting Dunes Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 4:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Shifting Dunes Card 5:
Falto
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_
Discard this card to explore your location_

Shifting Dunes Card 6:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 7:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
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_

Tarworks Card 2:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran To Acquire:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

Tarworks Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 4:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic To Acquire:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

Tarworks Card 5:
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_

Tarworks Card 6:
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_

Tarworks Card 7:
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_

Tarworks Card 8:
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_

Tarworks Card 9:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
The Sand Creeper is immune to the Piercing and Slashing traits_
Before you act, recharge all cards in your hand that have the Electricity trait_

Tarworks Card 10:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks Card 11:
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_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Windswept Chasm Card 1:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Windswept Chasm Card 2:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 5:
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_

Windswept Chasm Card 6:
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_

Windswept Chasm Card 7:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

Windswept Chasm Card 8:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Windswept Chasm Card 9:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_

Windswept Chasm Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 11:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Howling Sands Card 2:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_

Howling Sands Card 3:
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_

Howling Sands Card 4:
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_

Howling Sands Card 5:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Howling Sands Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Howling Sands Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 8:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_


Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Merisiel flips blessing of the ancients and explores and finds a gnoll whom she evades

Sends appleslayer on to explore again

howling sands card: 1d8 ⇒ 5

Finds a cure spell "But I'm at full health"

fails to acquire she consults her compass

1d8 ⇒ 4

A druid will he be friendly

charisma 8: 1d8 ⇒ 3

That swarm of bees says no

Merisiel wrote:

Hand: Kama, Crocodile skin armour, Flawless monocle, Bestiary of garund, Thieves tools,

Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [ ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

Hand Size 5 [ ]6
Proficient with: Light Armors, [ ] Weapons
Powers:
You may evade your encounter
If you are the only character at your location you may recharge a card to add 1d6 ([ ]+1) ([ ]+2) to your combat check
For your check that has or is against a card that has the finesse trait, you gain the skill melee dexterity +1

(hope you like the bluff check about the blessings being available deck handler says none in here)


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Radovan provides a blessing to Uliah to vanquish a Gnoll chieftain at the Brickworks and cleanse his location, despite the fact that our priest is overly concerned about being set on fire. Something is wrong with that guy. BoG discarded

Radovan changes his path and heads to the Tarworks. Let's see what we find.

He is greeted by a Clansman looking to accompany him to the next town. Excellent.

Diplomacy 6: 1d8 + 2 ⇒ (8) + 2 = 10

I rely upon the Cleric to give me the spiritual fortitude I need to further explore the area. After I beat him in a game of chance and take his money, of course. A man's got to live. Cleric discarded, next card at location...

The dreaded enchanter! For some people, anyway.

All monsters invoke the fire trait at this location (all damage = fire damage), so I get to display a monster per Norge. Luckily, I ignore the before/after damage with my fire immunity; but the damage gets me a second displayed monster per my base ability (Shasalqu). The usual combat roll, banishing the first displayed monster (B level Hyena).

Combat 9: 2d8 + 3d4 + 1 ⇒ (8, 4) + (4, 3, 1) + 1 = 21

All that time and effort at Enchantment school. Wasted.

Resetting hand...

Radovan wrote:

Hand: Appleslayer, Rapier (UI), Rapier, Thieves' Tools, Flames of the Faithful,

Displayed: Norge form, Clockwork Spy, Monster (lvl 1)
Deck: 7 Discard: 4 Buried: 0
Notes: I'm Ok for now, but I might need some Curing in my future.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

Grand Lodge

Female Angelkin Magus

Hand update after blessing Uliah: Explorer's Staff, Longsword, Remove Curse, Blessing of the Spellbound 2

Talitha, having caught her breath, resumes her hunt for gnolls. As she gets up, she feels the Blessing of Horus in the hot dry air.
Dex 7, bury Blessing of the Spellbound : 2d6 ⇒ (5, 5) = 10
With the blessing, she feels even more invigorated! (Discard it to explore)

She decides to investigate the campfire a little closer, and finds a half-torn scroll of Viper Strike left behind. Perhaps the gnolls are illiterate as well as murderous? She tries to see if the scroll is still useable.
Arcane 4 acquire: 1d10 + 2 ⇒ (3) + 2 = 5
It is! She adds it to her pack. She smiles at the thought of "returning" the attack spell to the gnollish ambushers. She prepares to carry on, hoping that fellow agents are faring well.

Talitha, Angelkin Magus wrote:

Hand: Explorer's Staff, Longsword, Viper Strike, Remove Curse, Blessing of the Spellbound 3

Displayed:
Deck: 8 Discard: 5 Buried: 3

Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.


The Exchange

Tup accompanies Rodovan to the Tarworks. He pokes around looking for more gnolls.

Tup spots a Bonecrusher Ambusher pulling out a bow from the shadows. Wisdom5check: 2d4 ⇒ (4, 4) = 8 (discard Blessing of the Gobs 1)

Drawing power from his torch, Tup flings a bolt of fire at the engulfing the Bonecrusher Ambusher in flames. combat10check: 2d12 + 1d8 + 1 ⇒ (12, 8) + (8) + 1 = 29(banish Torch;recharge Blessing of Gobs 2)

Tup tells the workers at the Tarworks they should go home before the area goes up in the fire. Diplomacy7check: 1d12 + 2 ⇒ (9) + 2 = 11

Tup looks to Rodovan and states "Tup find all the bad dogs".

Tup wrote:

Hand: Cure, Deliverance, Turtle, Burning Snot, Doghide Armor, Potion of Fortitude Deck: 6 Discard: 3 Buried: "Notes: When another character at your location attemps a check, you may

recharge a card to add 4 and the Fire trait. Each character at you
location other than you is dealt 1d4 Fire Damage. I good for 4 uses this turn"


Moving the Bonecrusher Ambusher to a random other open location deck: 1d4 ⇒ 2 Looks like another one for the Shifting Dunes! I wonder what they like about that place?


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Here are some random cards in case you need them during your turn:
Random Monsters:

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:
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_

Spoiler:
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_

Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_

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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Spoiler:
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_


Random Barriers:

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_

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:
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:
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:
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_


Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_


Random 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:
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:
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:
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_

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_


Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_

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_


Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_

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_


Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_


Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_


Turn: 11, Uliah/Myrddin1209
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of Wadjet:
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_

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:

Blessings Deck Card (Merisiel)
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_

Blessings Deck Card (Radovan)
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_

Blessings Deck Card (Talitha)
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_

Blessings Deck Card (Tup)
Spoiler:

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 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 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 7
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 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_
Spoiler:
Blessings Deck Card 9
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 10
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 11
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 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 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 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 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 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 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_

Brickworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None

Sulfur Pits Card 1:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_

Sulfur Pits Card 2:
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_

Sulfur Pits Card 3:
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_

Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Sulfur Pits Card 5:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Sulfur Pits Card 6:
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_

Sulfur Pits Card 7:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_

Sulfur Pits Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 9:
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_

Sulfur Pits Card 10:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Sulfur Pits Card 11:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Volcanic Vents
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

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Talitha/Wikwocket

Shifting Dunes Card 1:
Falto
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_
Discard this card to explore your location_

Shifting Dunes Card 2:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Shifting Dunes Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 4:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 5:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Shifting Dunes Card 6:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Windswept Chasm Card 1:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Windswept Chasm Card 2:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 5:
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_

Windswept Chasm Card 6:
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_

Windswept Chasm Card 7:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

Windswept Chasm Card 8:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Windswept Chasm Card 9:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_

Windswept Chasm Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Windswept Chasm Card 11:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Howling Sands Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 3:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_

Howling Sands Card 4:
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_

Howling Sands Card 5:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Howling Sands Card 6:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_


Looking around, it seems like Talitha is the one most in need of healing, so I'll head to the Shifting Dunes and will cast Cure on her. Well, actually I'll let the Camel cast Cure since apparently it's better at recharging spells than I am. Go figure.

Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Divine 8 Recharge: 1d10 + 1d4 + 3 ⇒ (2) + (1) + 3 = 6 Or not. Apparently, the camel failed it's recharge. At least it healed Talitha pretty well, though.

Now to explore. Oh look, Falto is chilling here. I have a small chance on my own. We only have one blessing available so I don't think it's worth that.

Diplomacy 10: 1d8 + 2 ⇒ (8) + 2 = 10 Wow, apparently I'm more charming than I realized. Almost everything else here is nasty, though, and I still don't have a weapon so exploring seems unwise. I think I'll actually Cure myself to get one more card cycled and hopefully pull the other Cure out of my discard. Revealing the camel again.

Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Divine 8 Recharge: 1d10 + 1d4 + 3 ⇒ (5) + (1) + 3 = 9

That's a full heal for me and a recharge. :)

Radovan, if you need healing, I can potentially come by and recharge a card for at least one heal. I'll also hopefully get my Cure back soon.

Resetting my hand for now...

Uliah wrote:

Hand: Magical Child, Remove Curse, Falto, Camel, Blood Periapt,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Deck Box Reroll: Used
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 []+1 []+2 []+3
MELEE: Strength +2
Dexterity d6 []+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1
Wisdom d10 []+1 []+2 []+3 []+4
DIVINE: Wisdom +3
Charisma d8 []+1 []+2 [ ]+3 []+4
DIPLOMACY: Charisma +2

Favored Card: Ally
Hand Size 5 []6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine Check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Here are some random cards in case you need them during your turn:
Random Monsters:
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:
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_
Spoiler:
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_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Spoiler:
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_

Random Barriers:
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_
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:
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:
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:
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_

Random Weapons:
Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_
Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_
Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

Random 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:
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:
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:
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_
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_

Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
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_

Random Items:
Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_
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_

Random Allies:
Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_
Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_

Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_


Turn: 12, Merisiel/thejeffUK
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of the Ancients:
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_

Blessings Remaining: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card (Radovan)
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_
Blessings Deck Card (Talitha)
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_
Blessings Deck Card (Tup)
Spoiler:

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_
Blessings Deck Card (Uliah)
Spoiler:

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 5
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 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 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 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 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 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 12
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 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 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 15
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 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 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 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_

Brickworks
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

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None

Sulfur Pits Card 1:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it_
Sulfur Pits Card 2:
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_
Sulfur Pits Card 3:
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_
Sulfur Pits Card 4:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_
Sulfur Pits Card 5:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_
Sulfur Pits Card 6:
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_
Sulfur Pits Card 7:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_
Sulfur Pits Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 9:
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_
Sulfur Pits Card 10:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_
Sulfur Pits Card 11:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Volcanic Vents
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

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Shifting Dunes Card 1:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
Shifting Dunes Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Shifting Dunes Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Shifting Dunes Card 4:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_
Shifting Dunes Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Windswept Chasm Card 1:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_
Windswept Chasm Card 2:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_
Windswept Chasm Card 3:
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_
Windswept Chasm Card 4:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Windswept Chasm Card 5:
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_
Windswept Chasm Card 6:
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_
Windswept Chasm Card 7:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
Windswept Chasm Card 8:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_
Windswept Chasm Card 9:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_
Windswept Chasm Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Windswept Chasm Card 11:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_
Howling Sands Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 3:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_
Howling Sands Card 4:
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_
Howling Sands Card 5:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_
Howling Sands Card 6:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_


Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Merisiel explores and finds a ghost scorpion

she acrobatically steers clear of it tail distracting it with her flawless monocle

acrobatics 9: 1d12 + 2d6 + 2 ⇒ (4) + (4, 1) + 2 = 11

Having sliced off the tail with her kama the scorpion is defeated

resets hand and finishes turn

Merisiel wrote:

Hand: Kama, Crocodile skin armour, Blessing of the ancients, Bestiary of garund, Thieves tools,

Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [ ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

Hand Size 5 [ ]6
Proficient with: Light Armors, [ ] Weapons
Powers:
You may evade your encounter
If you are the only character at your location you may recharge a card to add 1d6 ([ ]+1) ([ ]+2) to your combat check
For your check that has or is against a card that has the finesse trait, you gain the skill melee dexterity +1


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Radovan catches a whiff of sulfur and follows his nose to a bleak ochre landscape. A corner of parchment sticks above the powder - a written text that Detects Undead.

Wisdom 5 to acquire: 1d6 ⇒ 5

Lucky grab. Now we have a second level 1 spell.

Appleslayer, go forth and... I dunno. Find something for me to kill.

Appleslayer unearths some armor and indicates that I should slay it mightily. I roll my eyes. "Uh, good dog."

Fortitude 6: 1d8 + 2 ⇒ (4) + 2 = 6

Appleslayer discarded; Detect Undead and Flames of the Faithful discarded to make room for something new. Resetting:

Radovan wrote:

Hand: Red Leathers, Rapier (UI), Rapier, Thieves' Tools, Armored Coat,

Displayed: Norge form, Clockwork Spy, Displayed monster(s) [1 lvl#1],
Deck: 6 Discard: 7 Buried: 0
Notes: I'm Ok for now, but I might need some Curing in my future.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 []+1 []+2 []+3 []+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
At the start of the scenario, diplay any 1 devil form ([ ] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

No death? No flames? What a rip-off.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Here are some random cards in case you need them during your turn:
Random Monsters:

Spoiler:
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_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Spoiler:
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_
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin 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:
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_
Random Barriers:

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_
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:
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:
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:
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_
Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_
Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_
Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_
Random 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:
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:
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:
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_
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_
Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
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_
Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_
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_
Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_
Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_
Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_

Turn: 14, Talitha/Wikwocket
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of the Ancients:
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_

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:

Blessings Deck Card (Tup)
Spoiler:

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_
Blessings Deck Card (Uliah)
Spoiler:

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 Deck Card (Merisiel)
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_
Blessings Deck Card (Radovan)
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:
Blessings Deck Card 5
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 6
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 7
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 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 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 10
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 11
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 12
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 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 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 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 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_

Brickworks
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

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Radovan/wkover

Sulfur Pits 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_
Sulfur Pits Card 2:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_
Sulfur Pits Card 3:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_
Sulfur Pits Card 4:
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_
Sulfur Pits Card 5:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_
Sulfur Pits Card 6:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 7:
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_
Sulfur Pits Card 8:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_
Sulfur Pits Card 9:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_

Volcanic Vents
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

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Shifting Dunes Card 1:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
Shifting Dunes Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Shifting Dunes Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Shifting Dunes Card 4:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_
Shifting Dunes Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Windswept Chasm Card 1:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_
Windswept Chasm Card 2:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_
Windswept Chasm Card 3:
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_
Windswept Chasm Card 4:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Windswept Chasm Card 5:
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_
Windswept Chasm Card 6:
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_
Windswept Chasm Card 7:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
Windswept Chasm Card 8:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_
Windswept Chasm Card 9:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_
Windswept Chasm Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Windswept Chasm Card 11:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_
Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 2:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_
Howling Sands Card 3:
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_
Howling Sands Card 4:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_
Howling Sands Card 5:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Grand Lodge

Female Angelkin Magus

As Talitha prepares to set back out into the dunes, Uliah arrives on camel-back. She waves to him, pointing out the open pit trap hazard.

He offers to heal her, and she gratefully accepts. She feels the ebb and flow of divine magic and feels completely restored.

In greater spirits, Talitha watches as Uliah dismounts. He stumbles though, causing his finished healing spell to fizzle. He gets up and casts another spell on himself to preserve the magic.

"Thank you Uliah! But take care; I judge we will need to wield both spell and sword before the day is out." She offers him her sword, and switches her staff to a two-handeded grip. Together, they venture into the dunes.

An Ubashki Swarm flies out of a crack in some rocks, and threatens to envelop them! Talitha swings her staff like a club.
Combat 8: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (6) = 16
Combat 8: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12
The ubashki drop left and right.

Talitha marches on (Exploring via blessing). She finally comes across a Bonecrusher Ambusher, who was waiting for her.
BYA Wisdom 5: 1d6 ⇒ 2
Recharge blessing to reroll: 1d6 ⇒ 6
It's close, but with some celestial foresight, she dodges the gnoll's arrows. She reads from the scroll of Viper Strike that she found earlier, and launches a stinging bolt.
Combat 10: 1d10 + 2 + 2d4 ⇒ (2) + 2 + (4, 4) = 12
Recharge, Arcane 6: 1d10 + 2 ⇒ (10) + 2 = 12
The ambusher is caught in the side by the strike, and falls.
As she is about to inspect the gnoll, looking for any information on its cohorts, a Giant Sand Eel bursts out of the sand and tries to take her down. She hoists her staff again and strikes!
Combat 13: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (5) = 15
The eel is defeated, although it grabs the defeated gnoll as it flees.

With the trail cold, she suggests to Uliah that they move on.
Shifting Dunes closed!

Talitha, Angelkin Magus wrote:

Hand: Explorer's Staff, Blessing of the Spellbound 1, Magical Child, Remove Curse, Phantom Shield

Displayed:
Deck: 12 Discard: 1 Buried: 2

Paizo perk reroll: not used this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.



The Bonecrusher Ambusher moves to 1d3 ⇒ 1 the Sulfur Pits.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Here are some random cards in case you need them during your turn:
Random Monsters:

Spoiler:
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_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
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:
Death Hound
Monster C
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 both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Spoiler:
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_
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin 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:
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_
Random Barriers:

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_
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:
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:
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:
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_
Random Weapons:

Spoiler:
Staff of Focus
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Scimitar
Weapon B
Traits: Sword  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_
Spoiler:
Corrosive Dagger +1
Weapon B
Traits: Knife  Ranged  Piercing  Magic  Elite 
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_
Spoiler:
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:
Poisoned Sand Tube
Weapon B
Traits: Blowgun  Ranged  Poison  Alchemical  Elite 
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_
Random 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:
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:
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:
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_
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_
Random 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:
Catching Cape
Armor B
Traits: Clothing  Light Armor  Offhand  Magic 
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 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 Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
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_
Random Items:

Spoiler:
Ring of the Godless
Item B
Traits: Accessory  Magic 
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_ Recharge this card to add the Magic 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_
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_
Random Allies:

Spoiler:
Shock Lizard
Ally C
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:
Hyaenodon
Ally B
Traits: Trigger  Animal  Elite 
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_
Spoiler:
Porcupine
Ally B
Traits: Animal  Basic 
To Acquire: Wisdom Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_ Discard this card to explore your location_
Random Blessings:

Spoiler:
Blessing of the Elements
Blessing C
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 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 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_

Turn: 15, Tup/MikeODonnell
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

Blessing of the Ancients:
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_

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card (Uliah)
Spoiler:

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 Deck Card (Merisiel)
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_
Blessings Deck Card (Radovan)
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_
Blessings Deck Card (Talitha)
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:
Blessings Deck 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_
Spoiler:
Blessings Deck 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_
Spoiler:
Blessings Deck Card 7
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 8
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 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 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 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 12
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 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_

Brickworks
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

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 4
Located/Displayed Here: Radovan/wkover

Sulfur Pits Card 1:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_
Sulfur Pits Card 2:
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_
Sulfur Pits Card 3:
Fire Kukri +1
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite To Acquire:
Strength
Melee
Dexterity
Ranged 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_
Sulfur Pits Card 4:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 5:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic To Acquire:
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_
Sulfur Pits Card 6:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 7:
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_
Sulfur Pits Card 8:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_
Sulfur Pits Card 9:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic To Acquire:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_
Sulfur Pits 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_

Volcanic Vents
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

Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Tarworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Windswept Chasm Card 1:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_
Windswept Chasm Card 2:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic To Acquire:
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_
Windswept Chasm Card 3:
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_
Windswept Chasm Card 4:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Windswept Chasm Card 5:
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_
Windswept Chasm Card 6:
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_
Windswept Chasm Card 7:
Armored Kilt
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
Windswept Chasm Card 8:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_
Windswept Chasm Card 9:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran To Acquire:
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_
Windswept Chasm Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Windswept Chasm Card 11:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic To Acquire:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Howling Sands Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Howling Sands Card 2:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison 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 card that has the Poison trait_
Howling Sands Card 3:
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_
Howling Sands Card 4:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_
Howling Sands Card 5:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic To Acquire:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

The Exchange

Tup heads over to the Sulfur Pits to hunt for more gnolls. Thinking Tup was intruding upon his territory a Desert Trapper attacks. Placing a finger on one nostril and blowing through the other, Tup sends a fiery snot at the Desert Trapper. Combat8: 1d12 + 1d6 + 1 ⇒ (2) + (6) + 1 = 9 (playing Burning Snot) Recharge Burning Snot Arcane7: 1d12 + 1 ⇒ (6) + 1 = 7

Tup ends his turn.

Tup wrote:

Hand: Cure, Potion of Fortitude, Doghide Armor, Deliverance, Turtle, Alchemist's Fire Deck: 6 Discard: 3 Buried: 0"Notes: When another character at your location attemps a check, you may

recharge a card to add 4 and the Fire trait. Each character at you
location other than you is dealt 1d4 Fire Damage. I good for 4 uses this turn"


Now that I no longer have Cures in hand and have a shiny weapon thanks to Talitha, I think I'll head over to the Windswept Chasm and see how far I can go. 3 allies will hopefully help with that. :)

Remove Curse. That's good.

Divine 6: 1d10 + 1d4 + 3 ⇒ (10) + (3) + 3 = 16 Got it, by a lot apparently.

Falto to go again. A Skeletal Jackal. I can do that. Revealing my Longsword and Camel.

Combat 11: 1d6 + 2d8 + 1d4 + 2 ⇒ (2) + (6, 4) + (2) + 2 = 16 Wow, it's nice to be able to hit something. :)

Magical child for another explore. A Torch! I'll go with Wisdom.

Wisdom 4: 1d10 ⇒ 4 Got it and immediately burying it for another explore. The Villain!

I'm assuming Radovan and Merisiel will attempt temp closes for the win, but I'll put the fight in spoilers so we can resolve those first. The Pits are an auto succeed and the Sands shouldn't be too hard with a blessing or 2 so I think that should be ok. I don't think I need a blessing on the combat so feel free to bless Merisiel folks that have blessings.

Spoiler:

Discarding the sword and revealing my Camel.

Combat 11: 2d6 + 1d8 + 1d4 + 2 ⇒ (6, 3) + (8) + (1) + 2 = 20 We win!!!!

I'll stop there until the temp closes are resolved.


Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Risking the gnoll shooting temporary closing the howling sands with two blessings

acrobatics 5: 3d12 + 2 ⇒ (6, 10, 5) + 2 = 23
Using my blessing and the other one

temp close damage: 1d4 ⇒ 1

Bestiary takes some gnoll arrows as the location is closed

Merisiel wrote:

Hand: Kama, Crocodile skin armour, Thieves tools,

Displayed:
Deck: 7 Discard: 5 Buried: 1
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [ ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

Hand Size 5 [ ]6
Proficient with: Light Armors, [ ] Weapons
Powers:
You may evade your encounter
If you are the only character at your location you may recharge a card to add 1d6 ([ ]+1) ([ ]+2) to your combat check
For your check that has or is against a card that has the finesse trait, you gain the skill melee dexterity +1


Once you pinned him down, that gnoll leader wasn’t so tough! You perform a quick reconnaissance to make sure your skirmish with the gnolls hasn’t revealed your presence to the Aspis. As you suspected, there aren’t any Aspis nearby; the gnolls would have been as much a nuisance to the Aspis expedition as they were to you, and the Consortium is not kind to nuisances.
The venture-captain’s map was detailed enough to get you here, but it isn’t on a small enough scale to help you find Shotep-Kara from here. Fortunately, the day is young, and you soon find that the Aspis expedition left clear signs of their passing. You follow those signs toward the Aspis camp.

Rewards:
Traders: Hadden Hoppert, Smiths of Wati, Sunburst Market
For completing the first scenario at tier 1, you each get a skill feat.

Cards Acquired during this scenario:
Khopesh - Weapon 1
Torch - Weapon C
Torch - Weapon B
Crocodile Skin Armor - Armor C
Armored Coat - Armor C
Flames of the Faithful - Spell 1
Detect Undead - Spell 1
Viper Strike - Spell B
Remove Curse - Spell B
Crowbar - Item B
Fire Gecko - Ally B
Pahmet Clansman - Ally B
Falto - Ally C
Blessing of Horus - Blessing B

Please let me know if I missed any cards you acquired. Post your upgrade requests below; if there are any conflicts, we will have those characters roll to see who gets it.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

My loot request: Weap 1>Weap B>Ally B>Blessing B>Item B

Skill feat: Strength +1

The Exchange

My loot request: Spell 1>Spell B>Blessing B>Item B>Weapon B

Skill Feat: Charisma +1

Grand Lodge

Female Angelkin Magus

From the gnoll's stash, Talitha would prefer:
Spell 1: 1d1000 ⇒ 914
Weapon B: 1d1000 ⇒ 600
Blessing B: 1d1000 ⇒ 212

I prefer to post rolls with loot selections, it saves a step later if there are any roll-offs.

Talitha also gains charisma. Her angelic heritage causes her to almost glow in the hot desert sun.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Good call. I'll add rolls.

My loot request: Weap 1>Weap B>Ally B>Blessing B>Item B

Weapon 1: 1d1000 ⇒ 580
Weapon B: 1d1000 ⇒ 383
Ally B: 1d1000 ⇒ 814
Blessing B: 1d1000 ⇒ 498
Item B: 1d1000 ⇒ 990


Merisiel deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Merisiel will go Dex+1 and ally B (Zae)


Uliah's upgrade choices (copied from hangouts):
weapon 1 1d1000 ⇒ 25 -> weapon 1 goes to Radovan
spell 1 1d1000 ⇒ 226 -> Talitha gets a spell 1, need roll from Tup for the second spell 1
spell b
blessing b

Rolling for Tup:
spell 1: 1d1000 ⇒ 216 -> Uliah gets the second spell 1, Tup gets a spell B (& first dibs on the next spell 1)

So the final upgrades are:
Merisiel: Ally B
Radovan: Weapon 1
Talitha: Spell 1
Tup: Spell B
Uliah: Spell 1

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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Kiya Toren All Messageboards

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