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

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.
Ghawwa
Spoiler:

None Henchman 5
Type: Monster
Traits: Aquatic Outsider Trigger
To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa 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, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Usij Ghul
Spoiler:

None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
Akvan
Spoiler:

None Henchman 6
Type: Monster
Traits: Outsider
To Defeat: Combat 35
The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.
Shira
Spoiler:

None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Druj Nasu
Spoiler:

Henchman 6
Type: Monster
Traits: Outsider
To Defeat: Fortitude Perception 6 THEN Combat Divine 15
The Druj Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the hen chman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from e ach die.
If defeated, you may immediately attempt to close the location this henchma n came from.

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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Scenario 3-1B: This One Time at Aspis Camp
Success! The Aspis expedition’s trail leads you straight to their camp. When you see the tents and makeshift buildings in the distance, you circle around to approach from the north, where the rocky cliffs provide you some semblance of cover. You keep quiet as you scramble up to a perch and survey the camp below.
You’ll say this for your rivals: they’ve come prepared. The Aspis camp hustles and bustles like its own little village, filled with Aspis agents as well as laborers, traders, and other camp followers hoping to provide comforts to the crew in exchange for their hard-earned coin. This should make it easier for you to infiltrate the camp than you had originally thought!
You sketch out a map of the camp below, watching the people milling about to see if any patterns emerge. For instance, over there must be the main supply tent, given the crates they’re lugging out of it. It’s practically a warehouse in its own right—useful for sabotage, you think, but not likely to reveal any deeper secrets.
But the fancy tent off to the side shows promise. According to Venture-Captain Norden Balentiir’s information, the leader of the Aspis expedition is Ridaiya Merai, an alchemist from Thuvia. She’s a former associate of Kafar, an Aspis alchemist who switched sides to become a Society informant three years ago. While some commanders would place their tent in the center, it makes sense that an alchemist would keep her dangerous equipment slightly removed from the other tents. You decide to see what you can find in the rest of the camp, then check Merai’s tent last before escaping to safety.

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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None


Cool. Thanks Kiya. I'm taking Pyrotechnic Blast. I think I will try to swap out a Cure for it for now. If we run into healing issues, I'll swap one back in for something else or will Sunburst a second one. Oh, and I'm taking Strength for my skill feat.

For the next scenario, I'll start at the Smoking Den and will hit up Sunburst for an Explorer's Staff (swapping out my Tussah Silk Coat).

Here's my starting hand:

Uliah wrote:

Hand: Magical Child, Cure, Camel, Blood Periapt, Pyrotechnic Blast,

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

Skills and Powers:
SKILLS

Strength d6 [x]+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.


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)

I'll start wherever Tup starts. :) (Tup: Dilapidated Plaza?)

Swapped out Bestiary of Garund for B. of Elements.

Starting hand:

Radovan wrote:

Hand: Captain's Cutlass, Appleslayer, Sage's Journal, Clockwork Spy (UI), Rapier (UI),

Displayed: Norge form, Displayed monster(s) [0 lvlB, 0 lvl1],
Deck: 10 Discard: 0 Buried: 0
Notes: Captain's Cutlass can be recharged to reduce combat damage dealt to a character at my location by 2. As long as I have another weapon in hand, feel free to use. Or if you're desperate, since my weaponless combat is pretty good anyway.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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#.


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

Merisiel will trade her bestiary for a filter hood at the sunburst market and head to the Caravanserai

Merisiel wrote:

Hand: Appleslayer, Compass, Flawless monocle, Blessing of the spy, Sages Journal,

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

The Exchange

Tup trades a Blessing of the Gobs for a Blessing of the Elements and heads over to the Dilapidated Plaza.

Tup wrote:

Hand: Cure, Immolate, Blessing of the Gobs 1, Reformarium Servant, Alchemist's Fire, Burning Snot Deck: 10 Discard: 0 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 3 uses this turn."

Grand Lodge

Female Angelkin Magus

Talitha retrieves her sword from Uliah, sheaths it, and follows him to the Smoking Den.

She also dons a Tussah Silk Coat (from Sunburst), leaving behind her Bestiary of Garund.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Blessing of the Spellbound 3, Remove Curse, Flame Staff, Tussah Silk Coat, Compass

Displayed:
Deck: 10 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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Toad]
Monster B
Traits: Animal  Electricity  Basic 
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait_ Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_
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:
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:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Blowgun
Weapon B
Traits: Blowgun  Dart  Ranged  Piercing  Poison  Basic 
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
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_
Random Spells:
Spoiler:
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_
Spoiler:
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Sands of Time
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
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 Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Anubis Staff
Item 1
Traits: Staff Attack Magic Arcane Divine Anubis
To Acquire: Arcane Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_ Bury this card to evade your encounter against a monster that has the Undead trait_
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Random Allies:
Spoiler:
Embalmer
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check_ Bury this card to evade a monster that has the Undead trait_ Discard this card to explore your location_
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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: 1, Merisiel/thejeffUK

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: 29

Blessings Deck

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

Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Deck Card (Talitha)
Spoiler:

Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Blessings Deck Card (Tup)
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 (Uliah)
Spoiler:

Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
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 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 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 8
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 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 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 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 Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
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 19
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 20
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of 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 22
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 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 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 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 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 Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 28
Blessing of 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 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_

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Smoking Den Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Smoking Den Card 2:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Smoking Den Card 3:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Smoking Den Card 4:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_
Smoking Den Card 5:
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_
Smoking Den Card 6:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_
Smoking Den Card 7:
Lightning Touch
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Smoking Den Card 8:
Whip
Weapon C
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Smoking Den Card 9:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Smoking Den Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_
Smoking Den Card 11:
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_

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Warehouse Card 1:
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_
Warehouse Card 2:
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_
Warehouse Card 3:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Warehouse Card 4:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
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_
Warehouse Card 5:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Warehouse Card 6:
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_
Warehouse Card 7:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Warehouse Card 8:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Warehouse Card 9:
Death Hound
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If 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_
Warehouse Card 10:
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_
Warehouse Card 11:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None

Oasis 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_
Oasis Card 2:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Oasis Card 3:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
Oasis 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_
Oasis Card 5:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Oasis Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Oasis Card 7:
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_
Oasis Card 8:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Oasis Card 9:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Oasis Card 10:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Oasis Card 11:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Merisiel/thejeffUK

Caravanserai Card 1:
Spelldagger
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Caravanserai Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_
Caravanserai Card 3:
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_
Caravanserai Card 4:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Caravanserai Card 5:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Caravanserai Card 6:
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_
Caravanserai Card 7:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Caravanserai Card 8:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Caravanserai Card 9:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Caravanserai Card 10:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Caravanserai Card 11:
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_

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Dilapidated Plaza Card 1:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza 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_
Dilapidated Plaza Card 3:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Dilapidated Plaza Card 4:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Dilapidated Plaza Card 5:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Dilapidated Plaza Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Dilapidated Plaza Card 7:
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_
Dilapidated Plaza Card 8:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Dilapidated Plaza Card 9:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Dilapidated Plaza Card 10:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
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_
Dilapidated Plaza Card 11:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Earthworks Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Earthworks Card 2:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Earthworks Card 3:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
Earthworks Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks Card 6:
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_
Earthworks Card 7:
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_
Earthworks Card 8:
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_
Earthworks Card 9:
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_
Earthworks Card 10:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Earthworks Card 11:
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_


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

Merisiel begins exploring the Caravanserai and finds a shiny dagger

dexterity 4: 1d12 + 1 ⇒ (9) + 1 = 10

Spelldagger acquired

Discards blessing of the spy to explore some more and finds a toxic geyser

acrobatics 7: 2d12 + 3 ⇒ (1, 8) + 3 = 12

blessing of the spy added a die to my check

She consults her compass and find a noxious bomb and an anubis staff

With regret she banishes the nice shiny staff she cant get for the bomb she might

craft 5: 1d6 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7
revealing flawless monocle to add 1d4 to my craft check

with the bomb acquired Merisiel sends appleslayer off to the warehouse to see whats there

Appleslayer text On your turn discard to move Then examine the top card of your location deck. You may then explore. This power may not be used during an encounter

Seeing the cobra Merisiel tries to sneak past it

stealth 6: 1d12 + 3 ⇒ (8) + 3 = 11

Emperor cobra at the warehouse defeated

She ends her turn recharging all her items (bomb monocle journal)

Merisiel wrote:

Hand: Spelldagger, Blessing of the elements, Kukri, Blessing of the ancients, Zae,

Displayed:
Deck: 9 Discard: 3 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 [X1 ] +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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Toad]
Monster B
Traits: Animal  Electricity  Basic 
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait_ Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_
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:
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:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Blowgun
Weapon B
Traits: Blowgun  Dart  Ranged  Piercing  Poison  Basic 
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
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_
Random Spells:
Spoiler:
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_
Spoiler:
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Sands of Time
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
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 Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Random Allies:
Spoiler:
Embalmer
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check_ Bury this card to evade a monster that has the Undead trait_ Discard this card to explore your location_
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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, Radovan/wkover

Top of Blessing Discard Pile:

Blessing of Nethys:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 28

Blessings Deck

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

Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Blessings Deck Card (Tup)
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 (Uliah)
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 (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_
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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 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 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 19
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 22
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 23
Blessing of 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 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 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 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 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_

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Smoking Den Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Smoking Den Card 2:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Smoking Den Card 3:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Smoking Den Card 4:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_
Smoking Den Card 5:
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_
Smoking Den Card 6:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_
Smoking Den Card 7:
Lightning Touch
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Smoking Den Card 8:
Whip
Weapon C
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Smoking Den Card 9:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Smoking Den Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_
Smoking Den Card 11:
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_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Merisiel/thejeffUK

Warehouse 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_
Warehouse Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Warehouse Card 3:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
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_
Warehouse Card 4:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Warehouse Card 5:
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_
Warehouse Card 6:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Warehouse Card 7:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Warehouse Card 8:
Death Hound
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If 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_
Warehouse 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_
Warehouse Card 10:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None

Oasis 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_
Oasis Card 2:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Oasis Card 3:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
Oasis 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_
Oasis Card 5:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Oasis Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Oasis Card 7:
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_
Oasis Card 8:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Oasis Card 9:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Oasis Card 10:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Oasis Card 11:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Caravanserai Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Caravanserai Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Caravanserai Card 3:
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_
Caravanserai Card 4:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Caravanserai Card 5:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Caravanserai Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Caravanserai Card 7:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Caravanserai Card 8:
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_

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Dilapidated Plaza Card 1:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Dilapidated Plaza 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_
Dilapidated Plaza Card 3:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Dilapidated Plaza Card 4:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Dilapidated Plaza Card 5:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Dilapidated Plaza Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Dilapidated Plaza Card 7:
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_
Dilapidated Plaza Card 8:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Dilapidated Plaza Card 9:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Dilapidated Plaza Card 10:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
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_
Dilapidated Plaza Card 11:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Earthworks Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Earthworks Card 2:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Earthworks Card 3:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
Earthworks Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks Card 6:
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_
Earthworks Card 7:
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_
Earthworks Card 8:
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_
Earthworks Card 9:
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_
Earthworks Card 10:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Earthworks Card 11:
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_


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)

Turns over Blessing of Nethys

The courtyard once housed a theater district or hangman's scaffold - difficult to say - but has long since been reduced to tindersticks and slats. A coat of color would enliven the surroundings, but the only visible paint is on the cheerless ladies who stagger past.

Radovon shakes his head and continues. He encounters an Aspis Analysis, a henchthing that may possibly subject him to integration or differentiation, but honestly he has no idea. [Tup recharge]

Wisdom 5 to defeat barrier: 1d6 + 4 ⇒ (5) + 4 = 9 Display monster from Tup damage = B Shock Toad

Radovan brushes off the analysis, which conjures up a spell and challenges him to... understand it. [second Tup recharge to acquire Remove Curse]

Wisdom 6 to acquire spell: 1d6 + 4 ⇒ (1) + 4 = 5

At the last moment, as the spell nears maximum clarity, it winks away. Spell lost.

Note: Henchman barrier defeated, then I auto-close location. Total Diplomacy roll = 1d8+2+2. Last 2 from revealing Red Leathers. So a roll of 5 is guaranteed. Resetting hand: (nothing to reset)

Radovan wrote:

Hand: Captain's Cutlass, Appleslayer, Sage's Journal, Clockwork Spy (UI), Rapier (UI),

Displayed: Norge form, Displayed monster(s) [1 lvlB, 0 lvl1],
Deck: 10 Discard: 0 Buried: 0
Notes: I can recharge Captain's Cutlass to reduce combat damage by 2 to a character at my location. Available!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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, display 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#.

Note the new effect from permanently closing the location:
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
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:
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:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Blowgun
Weapon B
Traits: Blowgun  Dart  Ranged  Piercing  Poison  Basic 
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
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_
Random Spells:
Spoiler:
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Sands of Time
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spoiler:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Random Allies:
Spoiler:
Embalmer
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check_ Bury this card to evade a monster that has the Undead trait_ Discard this card to explore your location_
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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_

Closed location text for Dilapidated Plaza: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

Turn: 3, Talitha/Wikwocket

Top of Blessing Discard Pile:

Blessing of Horus:
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card (Tup)
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 (Uliah)
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 (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 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 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 Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 12
Blessing of 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 18
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 19
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 20
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 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 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 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 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 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 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_

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Smoking Den Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Smoking Den Card 2:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Smoking Den Card 3:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Smoking Den Card 4:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_
Smoking Den Card 5:
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_
Smoking Den Card 6:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_
Smoking Den Card 7:
Lightning Touch
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Smoking Den Card 8:
Whip
Weapon C
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Smoking Den Card 9:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Smoking Den Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_
Smoking Den Card 11:
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_

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Merisiel/thejeffUK

Warehouse 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_
Warehouse Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Warehouse Card 3:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
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_
Warehouse Card 4:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Warehouse Card 5:
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_
Warehouse Card 6:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Warehouse Card 7:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Warehouse Card 8:
Death Hound
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If 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_
Warehouse 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_
Warehouse Card 10:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: None

Oasis 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_
Oasis Card 2:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Oasis Card 3:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
Oasis 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_
Oasis Card 5:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Oasis Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Oasis Card 7:
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_
Oasis Card 8:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Oasis Card 9:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Oasis Card 10:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Oasis Card 11:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Caravanserai Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Caravanserai Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Caravanserai Card 3:
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_
Caravanserai Card 4:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Caravanserai Card 5:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Caravanserai Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Caravanserai Card 7:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Caravanserai Card 8:
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_

Dilapidated Plaza
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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Earthworks Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Earthworks Card 2:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Earthworks Card 3:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
Earthworks Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks Card 6:
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_
Earthworks Card 7:
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_
Earthworks Card 8:
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_
Earthworks Card 9:
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_
Earthworks Card 10:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Earthworks Card 11:
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_

Grand Lodge

Female Angelkin Magus

Talitha and Uliah try to blend in and act casual in a smoking tent, where many workers and Aspis agents are sitting and talking.

As they try to mingle however, a suspicious Aspis Agent confronts her, saying she doesn't look familiar.
Talitha puts on her best angelic smile, and explains how she just arrived from the Aspis headquarters...
Diplomacy 8, burying Blessing of the Spellbound: 2d10 + 3 ⇒ (4, 5) + 3 = 12
Defeating agent lets me examine location card.
The agent falls for it completely. In fact, he makes sure to let her know about the Wall Scythe trap nearby, since she is new to the camp!

Talitha thanks the agent. After he leaves, she tries to disarm the trap, so none of the other pathfinders are caught by it.
Dex 4 defeat: 1d6 ⇒ 5
She manages to jam the scythe, without even needing to use any angelic magic.

She pretends to consult her Compass while subtly looking around the tent.
She spies an unattended Returning Throwing Axe +1 that would surely come in handy on their mission.
Dex 8 acquire, use Magus Arcana: 1d6 + 1d6 ⇒ (6) + (1) = 7
Paizo accessory reroll d6 that was 1: 1d6 ⇒ 2 -> got it!

She stealthily picks up the axe, hefts it on her shoulder, and hopes its original owner doesn't decide to take a smoking break any time soon!

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Returning Throwing Axe +1, Remove Curse, Flame Staff, Tussah Silk Coat

Displayed:
Deck: 11 Discard: 0 Buried: 1

Paizo perk reroll: USED this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
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

Words written down are bad states Tup as he hands a scroll of cure to Radovan. Then Tup gleefully shouts lets make sure we close off the water from these longshanks so they don't have something to jump in when they are on fire and heads to the Oasis.

(Reformarium Servant and Burning Snot recharged to help out Radovan, and Cure traded to Radovan)

Tup finds some longshanks praying to Wadjet and is invited to join them.
Divine5check: 2d4 ⇒ (1, 4) = 5 (discarding Blessing of the Gobs)
Tup follows along with the longshanks and feels like he connected with Wadjet.

Unsure of these new nurturing feelings Tup sits and waits for Radovan to catch up.

Tup wrote:

Hand: Blessing of Wadjet, Immolate, Fireblade, Blessing of Elements, Alchemist's Fire, Blessing of the Gobs 2 Deck: 10 Discard: 1 Buried: 0 Notes: The blessings of Wadjet and Blessing of Gobs 2 are available for use. For the recharge ability once or twice if a blessing is used.


Now that Talitha cleared out the trap and distracted the agent, let's see what I can find in this tent. A Dhabba. I'm not sure my Camel will like this, but we'll see what happens.

Wisdom 6: 1d10 ⇒ 6 Maybe my new Dhabba friend will find something good in the tent. A Blessing of Nethys? What kind of dog are you, not that I'm complaining...

Divine 5: 1d10 + 3 ⇒ (2) + 3 = 5

Sailor Chibi Moon, can you do as well as the dog? A Toxic Geyser. Wow, that dog has you way outclassed kid. Tup or Merisiel, would one of you mind recharging a blessing for this?

Wisdom 7: 2d10 ⇒ (2, 7) = 9 Safe!

Nethys to examine 2 and explore. Lightning Touch and a Whip. I'll put the Whip on top. It's only a B so I'll just roll.

Melee 7: 1d6 + 3 ⇒ (2) + 3 = 5 Failed. Oh well.

I think I'll stop here to save my camel for spell casting and leave the Arcane spell for Talitha. Resetting my hand...

Uliah wrote:

Hand: Hammer, Cure, Camel, Blood Periapt, Pyrotechnic Blast,

Displayed: Dhabba,
Deck: 9 Discard: 3 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
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:
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:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Blowgun
Weapon B
Traits: Blowgun  Dart  Ranged  Piercing  Poison  Basic 
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
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_
Random Spells:
Spoiler:
Clinging Venom
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Sands of Time
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spoiler:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Random Allies:
Spoiler:
Embalmer
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check_ Bury this card to evade a monster that has the Undead trait_ Discard this card to explore your location_
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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_

Closed location text for Dilapidated Plaza: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

Turn: 6, Merisiel/thejeffUK

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: 24

Blessings Deck

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

Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Deck Card (Uliah)
Spoiler:

Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 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 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 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 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 15
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 16
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 17
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 18
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 19
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of the 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 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 22
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 23
Blessing of 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 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_

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Smoking Den Card 1 (Lightning Touch):
Lightning Touch
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Smoking Den Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Smoking Den Card 3:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_
Smoking Den 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_

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Merisiel/thejeffUK

Warehouse 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_
Warehouse Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Warehouse Card 3:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
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_
Warehouse Card 4:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Warehouse Card 5:
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_
Warehouse Card 6:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Warehouse Card 7:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Warehouse Card 8:
Death Hound
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If 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_
Warehouse 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_
Warehouse Card 10:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Tup/MikeODonnell

Oasis Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Oasis Card 2:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
Oasis 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_
Oasis Card 4:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Oasis Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Oasis Card 6:
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_
Oasis Card 7:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Oasis Card 8:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Oasis Card 9:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Oasis Card 10:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Caravanserai Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Caravanserai Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Caravanserai Card 3:
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_
Caravanserai Card 4:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Caravanserai Card 5:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Caravanserai Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Caravanserai Card 7:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Caravanserai Card 8:
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_

Dilapidated Plaza
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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Earthworks Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Earthworks Card 2:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Earthworks Card 3:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
Earthworks Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks Card 6:
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_
Earthworks Card 7:
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_
Earthworks Card 8:
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_
Earthworks Card 9:
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_
Earthworks Card 10:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Earthworks Card 11:
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_


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

Previously recharged blessing of the ancients

Reveals Zae to recharge appleslayer from discard pile

Explores the warehouse and finds a crowbar

strength 3: 1d6 ⇒ 5

Discards blessing of the elements to explore again and encounters Aspis analysis

intelligence 5: 2d6 ⇒ (5, 1) = 6

As per henchman text encounter spell Clinging venom only a B so straight roll

intelligence 4: 1d6 ⇒ 3
The spell is Merisiels

Then closing warehouse recharging Zae to help with disable check

disable 5: 1d12 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12

Warehouse closed she helps herself to a crate that proves to hold a blowgun

dexterity 5: 1d12 + 1 ⇒ (9) + 1 = 10

Hand after acquiring blow gun

Merisiel wrote:

Hand: Spelldagger, Clinging venom, Kukri, Crowbar, Blowgun,

Displayed:
Deck: 12 Discard: 3 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 [X1 ] +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 awakes from his ragged hammock to discover that Tup has stuffed a scroll in his mouth. Very funny.

He spies a smoke pillar off in the distance, and assumes that the only being who could successfully set an Oasis on fire is Tup. So off he goes.

Move to Oasis.

While the pack animals rest and slurp down water, Radovan takes a careful look around.

An Aspis Agent, thinking Radovan distracted, slips a hand into his pocket to seek coin and information. Word to the wise: Never pick the pocket of a fellow rogue.

Radovan reacts strongly to the pants intrusion and verbally assaults his would-be picker.

[Tup recharge]

Diplomacy 8 check to defeat: 1d8 + 2 + 2 + 4 ⇒ (6) + 2 + 2 + 4 = 14

The Agent scatters after the frightful harangue, and Radovan looks even more carefully at the Oasis. [free examine and explore from non-combat defeat]

As I stray too far away from the resting grounds, an alarm sounds: a Shrieking Plant. Well, let them come.

I intentionally fail the check, so the Shrieking Plant is undefeated and then banished. I examine the next 3 cards and encounter the next monster I come across. No monsters in the batch, though. The next three cards at the Oasis: Blessing of the Elements, Hunting Tiles Trap, and Aspis Analysis.

Let's go at least one more time: Clockwork Spy released to investigate and explore B. of Elements.

Constitution 6 to acquire Blessing of Elements: 1d8 ⇒ 7

Why was I concerned? Anything that speaks to fire is a friend of mine. [Blessing acquired, Appleslayer discarded to explore again.

The helpful dog drags me directly into a Tiles Trap that happens to be Hurtling. [I'll cast the Blessing of the Elements on this one]

Stealth 8 check to defeat: 1d8 + 2 + 1d8 ⇒ (1) + 2 + (1) = 4

Radovan trips and skids across every... single... tile, then a rain of arrows falls upon him. 1d4 ranged combat damage: 1d4 ⇒ 3

I automatically block one ranged combat damage with Radovan's innate damage prevention (and display a B Magma Spirit monster as a result), but it still leaves me with 2 damage. I recharge the Cutlass to prevent the last 2 damage points.

Well, that was quite a turn. So the undefeated Hurtling Trap gets shuffled into what remains of the Oasis location deck.

Radovan wrote:

Hand: Amadi, Alaeron, Sage's Journal, Cure (Tup's), Rapier (UI),

Displayed: Norge form, Clockwork Spy, Displayed monster(s) [2 lvlB, 0 lvl1],
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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, display 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#.


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)

Actually displayed two monsters that turn (one from Tup recharge, one from ranged combat damage) - Magma Spirit and Death Hound - so need to fix my hand reset.

Radovan wrote:

Hand: Amadi, Alaeron, Sage's Journal, Cure (Tup's), Rapier (UI),

Displayed: Norge form, Clockwork Spy, Displayed monster(s) [3 lvlB, 0 lvl1],
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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, display 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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
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:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
Sands of Time
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spoiler:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Spoiler:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Random Allies:
Spoiler:
Embalmer
Ally B
Traits: Human Hireling Basic
To Acquire: Charisma Diplomacy Craft 5
Recharge this card to add 1d4 to your Intelligence check_ Bury this card to evade a monster that has the Undead trait_ Discard this card to explore your location_
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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_

Closed location text for Dilapidated Plaza: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Turn: 8, Talitha/Wikwocket

Top of Blessing Discard Pile:

Blessing of Ra:
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 22

Blessings Deck

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

Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Deck Card (Uliah)
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 (Merisiel)
Spoiler:

Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Deck Card (Radovan)
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 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 Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 7
Blessing of 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 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 13
Blessing of 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 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 Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 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 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 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 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 20
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 21
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 22
Blessing of 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_

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209, None

Smoking Den Card 1 (Lightning Touch):
Lightning Touch
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_

Smoking Den Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Smoking Den Card 3:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_

Smoking Den 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_

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/thejeffUK, None

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell, None

Oasis Card 1:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Oasis Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Oasis Card 3:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_

Oasis Card 4:
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_

Oasis Card 5:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_

Oasis Card 6:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Oasis Card 7:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Caravanserai Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.

Caravanserai Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_

Caravanserai Card 3:
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_

Caravanserai Card 4:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Caravanserai Card 5:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

Caravanserai Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Caravanserai Card 7:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_

Caravanserai Card 8:
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_

Dilapidated Plaza
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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Earthworks Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.

Earthworks Card 2:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_

Earthworks Card 3:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_

Earthworks Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Earthworks Card 6:
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_

Earthworks Card 7:
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_

Earthworks Card 8:
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_

Earthworks Card 9:
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_

Earthworks Card 10:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Earthworks Card 11:
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_


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

Revised hand No clinging venom

Merisiel wrote:

Hand: Spelldagger, Stalking armor, Kukri, Crowbar, Blowgun,

Displayed:
Deck: 11 Discard: 3 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 [X1 ] +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

Grand Lodge

Female Angelkin Magus

Talitha watches with approval as Uliah befriends the animals and children hanging around the smoking den, as a good cleric should. But then her approval turns to concern, and then alarm, as he seems to ask a small girl to collect some information for him, and she almost falls into a crevice with a poisonous geyser in it!

She starts to walk over to him, when a traveling merchant accosts her, and tries to sell her a scroll of Lightning Touch. She skims it to see if it is useful.
Arcane 4: 1d10 + 3 ⇒ (8) + 3 = 11
In order to dismiss the man, she hands him a few copper in exchange for the spell.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Blessing of the Spellbound 2, Remove Curse, Flame Staff, Tussah Silk Coat

Displayed:
Deck: 10 Discard: 2 Buried: 1

Paizo perk reroll: USED this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
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 helps scare the Aspis longshank (recharge Fireblade)

Tup pokes around the Oasis and spots something in the bushes. A scroll with more words. Tup tries not to read them but sees something about cold and gets interested. Arcane6check: 1d12 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7 (reveal Blessing of Wadjet)

With his new scroll of Unshakable Chill in his pouch he waits for Radovan to find more trouble.

Tup wrote:

Hand: Blessing of Wadjet, Immolate, Unshakable Chill, Blessing of Elements, Alchemist's Fire, Blessing of the Gobs 2

The blessings of Wadjet and Blessing of Gobs 2 are available for use. For the recharge ability once or twice if a blessing is used.


I'm not sure why Talitha was concerned about me sending that little girl out to scout. She was dressed up like a crime fighter and everything so I was just helping her with her cosplaying. I suppose I'll actually do the next round of exploring on my own, though. Good thing I did. I wouldn't want to trust a kid with this Aspis Analysis.

Tup, mind sending that Gobs my way for 2 dice since Thoth is on top? You can probably use it to steal a blessing, too, since this will hopefully be 3 closes already. :)

Wisdom 5: 3d10 ⇒ (7, 1, 4) = 12 Got it!

Now for the spell it sends my way. Sands of Time. I can do that with the help of my camel!

Divine 8: 1d10 + 1d4 + 3 ⇒ (1) + (4) + 3 = 8 Acquired!

Now for the close. Let's see if I can befriend this Embalmer.

Diplomacy 5: 1d8 + 2 ⇒ (8) + 2 = 10 Acquired and closed!

That's my turn. Resetting my hand by discarding 2 cards...

Uliah wrote:

Hand: Hammer, Cure, Camel, Embalmer, Pyrotechnic Blast,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
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:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
Cure
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Spoiler:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
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_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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_

Closed location text for Dilapidated Plaza: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Turn: 11, Merisiel/thejeffUK

Top of Blessing Discard Pile:

Blessing of Nethys:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 19

Blessings Deck

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

Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of 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 9
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 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 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 Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of the 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 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_

Smoking Den
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

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/thejeffUK

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, Tup/MikeODonnell

Oasis Card 1:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Oasis Card 2:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Oasis Card 3:
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_
Oasis Card 4:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Oasis Card 5:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_
Oasis Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Caravanserai Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Caravanserai Card 2:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Caravanserai Card 3:
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_
Caravanserai Card 4:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Caravanserai Card 5:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Caravanserai Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Caravanserai Card 7:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Caravanserai Card 8:
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_

Dilapidated Plaza
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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Earthworks Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Earthworks Card 2:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Earthworks Card 3:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
Earthworks Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks Card 6:
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_
Earthworks Card 7:
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_
Earthworks Card 8:
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_
Earthworks Card 9:
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_
Earthworks Card 10:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Earthworks Card 11:
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_


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

Merisiel head to the caravanerai and encounters an Aspis Agent she uses her blowgun recharging the spelldagger and blowgun

Stealth dex 11: 1d12 + 3 + 1d4 + 2d6 ⇒ (11) + 3 + (4) + (5, 2) = 25

With the agent defeated she looks around and sees a scroll of acid splash

As she encounters it she also sees a cure spell she concentrates on the acid splash

intelligence 4: 1d6 ⇒ 1

Ends turn

Merisiel wrote:

Hand: Thieves tools, Stalking armor, Kukri, Crowbar, Blessing of the ancients 2,

Displayed:
Deck: 11 Discard: 3 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 [X1 ] +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)

Blessing of Ancients flipped.

To start, friend Amadi is sent to fetch my satchel and make any appropriate adjustments. Amadi revealed to look at the top of my character deck; B of Elements found and left on top.

Radovan decides bribery is in order and circulates gold powder to dig up more dirt on "the Aspis problem". Let's see what falls from the shadows.

Another alchemical cache! The investment paid off. Tup recharge w/ monster display = B Shock Elemental.

Wisdom 5 to defeat Aspis Analysis: 1d6 + 4 ⇒ (4) + 4 = 8

Cache thoroughly analyzed, and a spell is revealed.

Hmm. Encountered a summoned Cure spell. With tons of acid damage coming up, seems worth getting. Also, I need to recharge a divine spell to close, so having two Cures in hand wouldn't be bad - recharge one and keep the other. Second Tup recharge

Wisdom 6 to acquire Cure: 1d6 + 4 ⇒ (3) + 4 = 7

With two Cures now in hand, I recharge one to close the Oasis! Resetting:

Radovan wrote:

Hand: Amadi, Alaeron, Sage's Journal, Cure (Tup's), Rapier (UI),

Displayed: Norge form, Clockwork Spy, Displayed monster(s) [4 lvlB, 0 lvl1],
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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, display 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#.

Will move to Caravanserai next, since no armor to close Earthworks.


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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Spoiler:
Geniekin
Monster B
Traits: Trigger  Elemental  Outsider  Janni  Veteran 
To Defeat: 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_
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_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Spoiler:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
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_
Spoiler:
Acid Jet
Spell B
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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_

Closed location text for Dilapidated Plaza: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Turn: 13, Talitha/Wikwocket

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: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card (Tup)
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 (Uliah)
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 (Merisiel)
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 (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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 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 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 Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of the 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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 15
Blessing of the 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 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 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_

Smoking Den
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

Warehouse
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

Oasis
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

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Caravanserai 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_
Caravanserai Card 2:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Caravanserai Card 3:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Caravanserai Card 4:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Caravanserai Card 5:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Caravanserai Card 6:
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_

Dilapidated Plaza
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

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Earthworks Card 1:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Earthworks Card 2:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Earthworks Card 3:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
Earthworks Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks Card 6:
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_
Earthworks Card 7:
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_
Earthworks Card 8:
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_
Earthworks Card 9:
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_
Earthworks Card 10:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Earthworks Card 11:
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_

Grand Lodge

Female Angelkin Magus

Talitha tries to explain to Uliah why recruiting Aspis children to do Pathfinder work might not be the best idea. But the locals start to take notice of their discussion, and so she decides to head off to do other research elsewhere. She departs the smoking den and heads towards some Earthworks where workers are excavating.

As she enters the work site, an Aspis Agent jogs up to her, asking her business. He says that there was a commotion at the oasis, and they are checking all new workers. Talitha musters an air of authority and claims to be there to inspect progress.
Diplo 8: 1d10 + 3 ⇒ (10) + 3 = 13
The agent believes her, and offers to show her around. (defeated, so examining). The agent offers her a Magnifying Glass for her inspection.
Int 4: 1d6 ⇒ 2
The glass is chipped and foggy however, and she declines.

(Exploring via Blessing of the Spellbound)
The agent, clearly a sycophantic yes-man, also offers her a Crocodile Skin Helmet for protection. She sighs and inspects it.
Int 4: 1d6 ⇒ 2
The helmet is filthy and has a few arrow holes in it. Talitha waves the agent away, telling him she is quite alright to manage on her own.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Longsword, Remove Curse, Flame Staff, Tussah Silk Coat

Displayed:
Deck: 9 Discard: 3 Buried: 1

Paizo perk reroll: USED this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
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 says a quick prayer to the Gobs to for Uliah. (Discard Blessing of the Gobs 2), Tup then notices Radovan snooping around and goes to assist. (recharge Unshakable Chill and Blessing of the Elements)

Seeing nothing else of interest in the Oasis, Tup sets out to the Caravanserai.

While wandering the hallways, a Pahmet Clansman approaches Tup.
Tup strikes up a conversation with the Dwarf and convinces the dwarf to aid them in removing the Aspis from the area. Diplomacy6check: 1d12 + 1d4 + 3 ⇒ (7) + (2) + 3 = 12 (reveal Blessing of Wadjet)

The Dwarf shows Tup around the Caravanserai. (discard Pahmet Clansman)

Tup notices a door guarded by an Evil Eye. Tup attempts to talk his way past the guards telling them he left his bronze badge in his other robes. Diplomacy8check: 1d12 + 3 ⇒ (2) + 3 = 5 As it looks like they are not believing Tup's story he continues to talk but Diplomacy8check: 1d12 + 3 ⇒ (4) + 3 = 7 (bury Alchemist's Fire for Dilapidated Plaza's closed ability]

The Eye stares at Tup and he feels a burning sensation. Scourge: 1d4 + 1 ⇒ (4) + 1 = 5 (discards Blessing of Wadjet and Immolate for damage)

Tup wrote:

Hand: Turtle, Potion of Vision, Deliverance, Blessing of Elements, Doghide Armor, Bloodscent

Deck: 9 Discard: 3 Buried: 0 " "[b]Notes: Potion of Vision is an autosuccess for Perception check in my location. I can banish it if we need to close. I'm good for 3 recharges this turn.
"
"

Grand Lodge

Female Angelkin Magus

Talitha casts Remove Curse to remove Tup's scourge.

New hand: Magus Arcana, Longsword, Flame Staff, Tussah Silk Coat


I'll follow Talitha to the Earthworks and will see what I find there. A Coffer Corpse. It's Undead smashing time! Revealing my hammer and camel.

Combat 8: 2d6 + 1d8 + 1d4 + 3 ⇒ (6, 3) + (5) + (3) + 3 = 20
Combat 10: 2d6 + 1d8 + 1d4 + 3 ⇒ (3, 2) + (5) + (1) + 3 = 14

That's one dead corpse! Embalmer to go again. The Aspis Analysis. Crap. I don't have my armor in hand. I'm going to auto-fail this by rolling knowledge so it stays in the deck and gives us another chance to close later.

Stopping here and resetting my hand...

Uliah wrote:

Hand: Hammer, Cure, Camel, Remove Curse, Pyrotechnic Blast,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Spoiler:
Geniekin
Monster B
Traits: Trigger  Elemental  Outsider  Janni  Veteran 
To Defeat: 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_
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_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Spoiler:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
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_
Spoiler:
Acid Jet
Spell B
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Acid Flask
Item C
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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: 16, Merisiel/thejeffUK

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: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Deck Card (Tup)
Spoiler:

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_
Blessings Deck Card (Uliah)
Spoiler:

Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 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 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 Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 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 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 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 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 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 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_

Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
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

Oasis
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

Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/thejeffUK, Tup/MikeODonnell

Caravanserai Card 1:
Acid Flask
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Caravanserai Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Caravanserai Card 3:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Caravanserai Card 4:
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_

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209

Earthworks Card 1:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Earthworks Card 2:
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_
Earthworks Card 3:
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_
Earthworks Card 4:
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_
Earthworks Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks 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_
Earthworks Card 7:
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_


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

Merisiel explores finding an acid flask nestled against a frost staff

She tries to pick up the acid flask

craft 5: 1d6 + 2 ⇒ (3) + 2 = 5

Acid flask acquired

Recharges blessing of the ancients to examine and then explore

Uses her thieves tools to defeat the Aspis analysis Barrier

tools disable recharge 8: 1d12 + 2 ⇒ (5) + 2 = 7

She notes some details on a commune spell but it looks way to complicated for her mind She then throws the crowbar to knock a tent pole over setting off a huge commotion as the Caravanserai is closed. She spots a healing potion next to another she swipes the healing potion

Merisiel wrote:

Hand: Kama, Stalking armor, Kukri, Acid Flask, Healing potion

Displayed:
Deck: 11 Discard: 4 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 [X1 ] +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)

Amadi consults his to-do list and discovers that Radovan needs him to search for armor and lead him to the Earthworks.

Amadi revealed start of turn to examine character deck, B of Elements put on bottom of deck. Looking for my one armor!

Amadi draws Radovan a map to the Earthworks in black chalk and leaves it in an unmissable spot.

{hours later} Radovan once again wakes to the taste of parchment. Oh, come on. My mouth is not a mail slot!

Radovan travels to Earthworks and explores

Radovan follows the map, which has been labeled CLEARED FOR DANGER and decorated with an encouraging smiley face. After 10 meters, in the first alleyway, blowguns pop out of the walls and commence firing. Amadi is owed a stern talking-to, minimally.

I don't want everyone at the Earthworks to take massive ranged damage, so I'm using Tup's B. of Elements to clear it out. That's the only blessing available, as far as I can see.

Stealth 8 to defeat trap: 2d8 + 2 ⇒ (8, 7) + 2 = 17

Might be time for Radovan to put his trust in someone else, so he asks a different member of his troop to choose the next path. "Alaeron, there's armor nearby. Let's find it." Alaeron discarded to explore

Radovan and Alaeron creep into a warehouse and chance upon a battered crate marked "protection". Armor! The lid (curiously easy to open) reveals a sleeping watch-Hyena that bares its teeth and lunges. So, not armor. banishing monster for combat

Combat 9: 2d8 + 3d4 + 2 ⇒ (2, 8) + (4, 1, 1) + 2 = 18

Radovan checks the dead animal's collar and notices a tag with a namestamp: PROTECTION. Cute.

I could go again, but still no armor. So I'll stop for now. There's one armor in the Earthworks somewhere! Resetting:

Radovan wrote:

Hand: Amadi, Thieves' Tools, Sage's Journal, Cure (Tup's), Rapier (UI),

Displayed: Norge form, Clockwork Spy, Displayed monster(s) [3 lvlB, 0 lvl1],
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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, display 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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Spoiler:
Geniekin
Monster B
Traits: Trigger  Elemental  Outsider  Janni  Veteran 
To Defeat: 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_
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_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Spoiler:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
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_
Spoiler:
Acid Jet
Spell B
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Spoiler:
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_
Spoiler:
Ghost Battling Ring
Item C
Traits: Accessory  Magic  Pharasma  Veteran 
To Acquire: Arcane Divine Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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: 18, Talitha/Wikwocket

Top of Blessing Discard Pile:

Blessing of Nethys:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 12

Blessings Deck

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

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_
Blessings Deck Card (Uliah)
Spoiler:

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_
Blessings Deck Card (Merisiel)
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_
Blessings Deck Card (Radovan)
Spoiler:

Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck 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_
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 the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of 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 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 Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 12
Blessing of 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_

Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
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

Oasis
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, None

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/thejeffUK, Tup/MikeODonnell, None

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket, Uliah/Myrddin1209, None

Earthworks Card 1:
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_
Earthworks Card 2:
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_
Earthworks Card 3:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks 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_
Earthworks Card 5:
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_

Grand Lodge

Female Angelkin Magus

Talitha and the other pathfinders have the Earthworks almost to themselves. Some large commotion at the Caravanserai has drawn off most of the guards. Nothing like a pathfinder agent to cause a major distraction, she sighs.

Uliah and Radovan have been helping to search the Earthworks. It seems the dig site is littered with perils, some from the original inhabitants, and some set by the Aspis. Talitha enters a stone hut and descends some steps into a cellar. But it is trapped, a Stabbing Spear Staircase!
She tries to focus her angelic magic to dodge the spears...
Dex 8, use Magus Arcana: 2d6 ⇒ (1, 5) = 6
But the spears are too fast, and she is stabbed for 1d4 ⇒ 4 combat damage. Her borrowed Tussah Silk Coat is torn to pieces.
Banishing armor; otherwise I lose most of my weapons. From the barrier, examine location, encounter bane or banish boon and examine again.

Talitha falls down the steps, landing on a Catching Cape that perhaps belonged to the last person to trigger the trap. It is similarly shredded. She gets up and dusts herself off. Thank goodness no one else saw that; what a disgraceful performance for a guild agent!

She looks around the cellar, and is delighted to see a scroll with some Aspis Analysis on it, on a desk in the corner. She calls up to her fellow agents about what she found.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Longsword, Blessing of the Gods 2, Flame Staff, Blessing of the Gods 1

Displayed:
Deck: 8 Discard: 3 Buried: 2

Paizo perk reroll: USED this scenario.

Skills and Powers:
Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
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.



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)

Out of turn update. Once per turn, if someone at my location is dealt damage by a bane = displayed monster -> Bonecrusher Hunter B. I'm assuming this is any turn, and not just my turn...

Despicable, devils are. Always finding pleasure in someone else's pain.

The Exchange

Tup sends thoughts of burning gnolls to Radovan. (Discarding Blessing of Elements).

Tup then moves to the Earthworks to assist in locating information on the Aspis.

He receives word from Talitha about the scroll on the desk. Tup spots the scroll with some Aspis Analysis. Tup then drinks down his Potion of Vision to understand the scroll. (Banishing Potion of Vision)

It reveals a Commune Spells but Tup not needs to speak with other beings so he throws it off to the side along with his Doghide Armor. (cannot make the divine check for the spell, burying the Doghide Armor to close).

As Tup leaves he remembers his fire song. random: 1d6 ⇒ 6 (Blessing of Elements recharged from discard)

Tup wrote:

Hand: Turtle, Torch, Deliverance, Potion of Fortitude, Blessing of Elements, Bloodscent Deck: 5 Discard: 5 Buried: 2 "Notes: Blessing of Elements available for use.

"


Note: Since Talitha did not defeat the Stabbing Spear Staircase, it was shuffled back into the location deck after she completed the "if undefeated" clause of the barrier. As such, Tup is going to redo his 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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Spoiler:
Geniekin
Monster B
Traits: Trigger  Elemental  Outsider  Janni  Veteran 
To Defeat: 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_
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_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
Commune
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_ After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Spoiler:
Acid Jet
Spell C
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
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_
Spoiler:
Acid Jet
Spell B
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Spoiler:
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_
Spoiler:
Ghost Battling Ring
Item C
Traits: Accessory  Magic  Pharasma  Veteran 
To Acquire: Arcane Divine Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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: 18, Talitha/Wikwocket

Top of Blessing Discard Pile:

Blessing of Nethys:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 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_
Spoiler:
Blessings Deck Card 4
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 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 the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of 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 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 Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 12
Blessing of 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_

Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
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

Oasis
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

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

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, Talitha/Wikwocket, Uliah/Myrddin1209

Earthworks Card 1:
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_
Earthworks Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Earthworks Card 3:
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_
Earthworks Card 4:
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_

The Exchange

Tup sends thoughts of burning gnolls to Radovan. (Discarding Blessing of Elements).

Tup then moves to the Earthworks to assist in locating information on the Aspis.

Moving through the Earthworks, Tup bumps into a weird lady with wings explaining she is a Druid of the Hive. She then asks if Tup has been good to the insects in the area. Tup responses he likes bugs. Diplomacy7check: 1d12 + 3 ⇒ (9) + 3 = 12

The Druid of the Hive escorts Tup further into the Earthworks. (discard Druid of the Hive to explore)

Tup locates the scroll on the desk they were seeking. He drinks his Potion of Vision and checks the Aspis Analysis. (Banishing Potion of Vision for automatic success on perception check)

It reveals a how to make an Acid Jet. Arcane6check: 1d12 + 2 ⇒ (10) + 2 = 12 Tup excited about his new spell drops his Doghide Armor. (burying the Doghide Armor to close).

random: 1d6 ⇒ 2 (recharge Blessing of Gobs 2 upon closing)

Tup wrote:

Hand: Turtle, Torch, Deliverance, Potion of Fortitude, Acid Jet, Bloodscent


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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Spoiler:
Geniekin
Monster B
Traits: Trigger  Elemental  Outsider  Janni  Veteran 
To Defeat: 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_
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:
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_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
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_
Spoiler:
Acid Jet
Spell B
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Unshakable Chill
Spell B
Traits: Magic  Arcane  Divine  Attack  Cold  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Acute Senses
Spell B
Traits: Magic  Arcane  Divine 
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Spoiler:
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_
Spoiler:
Ghost Battling Ring
Item C
Traits: Accessory  Magic  Pharasma  Veteran 
To Acquire: Arcane Divine Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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: 20, Uliah/Myrddin1209

Top of Blessing Discard Pile:

Blessing of Wadjet:
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_

Blessings Remaining: 10

Blessings Deck

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

Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Blessings Deck Card (Tup)
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 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 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 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 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 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_

Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
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

Oasis
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

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/thejeffUK

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
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, Talitha/Wikwocket, Tup/MikeODonnell, Uliah/Myrddin1209

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

Alchemical Laboratory Card 1:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Alchemical Laboratory Card 2:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_
Alchemical Laboratory Card 3:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Alchemical Laboratory Card 4:
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_
Alchemical Laboratory Card 5:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Alchemical Laboratory Card 6:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Alchemical Laboratory Card 7:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Alchemical Laboratory Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Alchemical Laboratory Card 9:
Canteen
Item C
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
Alchemical Laboratory Card 10:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Alchemical Laboratory Card 11:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_


Uliah looks around and sees all the chaos everyone has caused. He smiles, thinking they've done a good job. Time to hit up that lab now that the Aspis are all distracted.

Ok, let's see what I find. A Trapped Locker. That's no good... Good thing I know Pyrotechnic Blast! My camel will try the Disable Check.

Disable 9: 1d10 + 3d4 + 3 ⇒ (2) + (2, 4, 4) + 3 = 15 Trap defeated. And oh look, now I find some armor. Where were you when I needed you at the Earthworks Bone Lamellar?

Now for the recharge:
Divine Recharge 10: 1d10 + 1d4 + 3 ⇒ (3) + (4) + 3 = 10 Good job camel!

We've got plenty of time so I think I'll stop here so I can keep my camel in hand. My camel is going to cure me, though, so I can cycle some cards.

Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Divine Recharge 8: 1d10 + 1d4 + 3 ⇒ (9) + (4) + 3 = 16 Wow, glad I found you camel. You're doing great!

Uliah wrote:

Hand: Hammer, Blessing of the Gods 2, Camel, Remove Curse, Bone Lamellar,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [x]+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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Spoiler:
Geniekin
Monster B
Traits: Trigger  Elemental  Outsider  Janni  Veteran 
To Defeat: 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_
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:
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_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
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_
Spoiler:
Acid Jet
Spell B
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Unshakable Chill
Spell B
Traits: Magic  Arcane  Divine  Attack  Cold  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Acute Senses
Spell B
Traits: Magic  Arcane  Divine 
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Spoiler:
Crocodile Skin Helmet
Armor B
Traits: Light Armor  Elite 
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_ If proficient with light armors, you may recharge this card to examine the top card of your location_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Spoiler:
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_
Spoiler:
Ghost Battling Ring
Item C
Traits: Accessory  Magic  Pharasma  Veteran 
To Acquire: Arcane Divine Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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: 21, Merisiel/thejeffUK

Top of Blessing Discard Pile:

Blessing of Pharasma:
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_

Blessings Remaining: 9

Blessings Deck

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

Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Blessings Deck Card (Tup)
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 (Uliah)
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 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 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 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 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_

Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
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

Oasis
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

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/thejeffUK

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
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, Talitha/Wikwocket, Tup/MikeODonnell

Alchemical Laboratory
At This Location: If your roll exceeds the difficulty of a combat check to defeat by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Uliah/Myrddin1209

Alchemical Laboratory Card 1:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_
Alchemical Laboratory Card 2:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Alchemical Laboratory Card 3:
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_
Alchemical Laboratory Card 4:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Alchemical Laboratory Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Alchemical Laboratory Card 6:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Alchemical Laboratory Card 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Alchemical Laboratory Card 8:
Canteen
Item C
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
Alchemical Laboratory Card 9:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Alchemical Laboratory Card 10:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_


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

merisiel heads to the labpratory and finds a very grumpy dwarf tarworks master who is not impressed by her charisma nor her craft skills

just for fun illegally adding both together charisma+craft 10: 1d8 + 1d6 + 2 ⇒ (2) + (5) + 2 = 9

Not even combined!

She decides to lay low as the dwarf stomps off to complain about all these people poking around in the laboratory

Turn done

Merisiel wrote:

Hand: Kama, Stalking armor, Kukri, Acid Flask, Healing potion,

Displayed:
Deck: 11 Discard: 4 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 [X1 ] +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)

Turn over Blessing of Ra

Amadi looks at his new to-do list: "Same as before, but do it right this time. Then hire your replacement." Amadi laughs. Boss is such a kidder!

Reveal Amadi to look at top of char deck: B. of Ancients. I'm nervous about being at the Lab without armor, so I put the blessing on the bottom to dig for my Red Leathers. So sporty and stylish.

Next, give Cure spell back to Tup before traveling from Earthworks to Lab. Thanks for the loan!

Radovan skillfully dodges Aspis agents while finding his way to the Lab. Then, like everyone else, he digs for information. What he finds isn't what he expected: a law decree.

The Second Law barrier found and displayed. Probably not good. The text: While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card. It's a curse, so we might be able to remove it with Remove Curse. We can decide after my turn, I guess. Hopefully it doesn't trigger with my next explore.

Amadi discarded for another explore.

Radovon pushes aside a box, and finds a flask hidden behind. At that moment, Amadi rushes back into the room and squeals. "Treasure!" Amadi grabs the flask, looks inside, oohs, then lets it slip from his fingers - generating a sick greenish cloud. "Greenish!" says Amadi. "My favorite color!"

I auto-fail acquiring the Noxious Bomb. Resetting hand:

Radovan wrote:

Hand: Rapier 1, Thieves' Tools, Sage's Journal, BoG 1, Rapier 2,

Displayed: Norge form, Clockwork Spy, Displayed monster(s) [4 lvlB, 0 lvl1],
Deck: 7 Discard: 4 Buried: 0
Notes: Blessing of Gods available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [X]+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, display 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: Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Scarab Swarm
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_ All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_ If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
Spoiler:
Geniekin
Monster B
Traits: Trigger  Elemental  Outsider  Janni  Veteran 
To Defeat: 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_
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:
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_
Random Barriers:
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:
Alchemical Gas
Barrier B
Traits: Obstacle  Acid  Elite 
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Spoiler:
Trapped Locker
Barrier C
Traits: Cache  Lock  Trap  Basic 
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand_ If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Spoiler:
The Second Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Spoiler:
Dry Quicksand
Barrier B
Traits: Trap  Elite 
To Defeat: Dexterity Acrobatics Wisdom Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Random Weapons:
Spoiler:
Glacial Khopesh +1
Weapon 1
Traits: Sword  Melee  Slashing  Cold  Magic  Elite 
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_ Recharge this card to ignore a non-villain bane's power that happens after you act_
Spoiler:
Kopis
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
Whip
Weapon C
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Random Spells:
Spoiler:
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_
Spoiler:
Acid Jet
Spell B
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Unshakable Chill
Spell B
Traits: Magic  Arcane  Divine  Attack  Cold  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Acute Senses
Spell B
Traits: Magic  Arcane  Divine 
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Splint Mail
Armor C
Traits: Heavy Armor Elite
To Acquire: Constitution Fortitude Craft 6
Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_ If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Spoiler:
Crocodile Skin Helmet
Armor B
Traits: Light Armor  Elite 
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_ If proficient with light armors, you may recharge this card to examine the top card of your location_
Random Items:
Spoiler:
Frost Staff
Item C
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_ Bury this card to evade a non-villain, non-henchman monster you encounter_
Spoiler:
Seer’s Tea
Item B
Traits: Liquid Magic
To Acquire: Intelligence Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Spoiler:
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_
Spoiler:
Ghost Battling Ring
Item C
Traits: Accessory  Magic  Pharasma  Veteran 
To Acquire: Arcane Divine Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Random Allies:
Spoiler:
Dhabba
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Spoiler:
Ubashki
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2_ Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_ Discard this card to explore your location_
Spoiler:
Caravan Guard
Ally B
Traits: Human  Hireling  Elite 
To Acquire: Bury an armor OR Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_ Banish this card to reduce Combat damage dealt to you by 3_ Discard this card to explore your location_
Random Blessings:
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessing of Abadar
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check_ Discard this card to add 2 dice to any check to defeat a barrier_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessing of the 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_

Voices of the Spire:

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_

Turn: 23, Talitha/Wikwocket

Top of Blessing Discard Pile:

Blessing of Horus:
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_

Blessings Remaining: 7

Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card (Tup)
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 (Uliah)
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_
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 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 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 7
Blessing of 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_

Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
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

Oasis
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

Caravanserai
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

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
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, Tup/MikeODonnell

Alchemical Laboratory
At This Location: If your roll exceeds the difficulty of a combat check to defeat by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Merisiel/thejeffUK, Radovan/wkover, Uliah/Myrddin1209

The Second Law (Displayed):
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

Alchemical Laboratory Card 1:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Alchemical Laboratory Card 2:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.
Alchemical Laboratory Card 3:
Elemental Treaty
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Alchemical Laboratory Card 4:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Alchemical Laboratory Card 5:
Canteen
Item C
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
Alchemical Laboratory Card 6:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.
Alchemical Laboratory Card 7:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_


Ok, with the new location text, I need to take damage. BUT, the damage comes after I defeated the trap and the trap also gives me armor on defeating it, so I'm going to choose to draw the armor before taking the damage since they're simultaneous. Let's see what the damage is:

Acid Damage: 1d4 ⇒ 1 And it's only a 1 anyway. Well, I'll still recharge the armor to avoid the curse.

Here's my new hand:

Hand: Hammer, Blessing of the Gods 2, Camel, Pyrotechnic Blast, Remove Curse,

Also, now that my turn and hand are fixed, fast forwarding back to present day and casting Remove Curse to get rid of that pesky Second Law. :)

Grand Lodge

Female Angelkin Magus

Talitha wraps up at the Earthworks and the heads out, following the other agents to the Alchemical Laboratory. Someone has to keep them out of too much trouble!

She follows them in to the makeshift lab. There are notes and bubbling potions everywhere. She sees a scroll of Speak with Dead on a desk.
Wisdom 4, bury Blessing of the Gods since it's a spell 1: 2d6 ⇒ (5, 3) = 8 -> acquired
Talitha pockets the spell scroll.

She continues looking for anything useful. (Exploring via Blessing of the Gods). She sees more Aspis Analysis in the same desk.
Wisdom 5: 1d6 ⇒ 1
Reroll by recharging blessing: 1d6 ⇒ 5
The analysis seems to contain all the missing information they needed! But underneath it, she finds another spell scroll, and tries to read it.
Defeated barrier, acquiring first random spell, Flames of the Faithful.
Wisdom 5: 1d6 ⇒ 3
Reroll by recharging blessing: 1d6 ⇒ 1
Reroll via Magus Arcana: 1d6 ⇒ 1
Frustratingly, the scroll is almost illegible, and the last part of the spell seems to be missing. Talitha discards it.

She asks her fellow agents if they've found everything useful, and whether they should head out.
Shall we close?

Grand Lodge

Female Angelkin Magus

Uliah, Merisiel, and Radovan pause their ransacking of the lab, and agree that they've gotten most everything of value.

Int 6 close check, +2 blessings: 3d6 ⇒ (4, 2, 1) = 7

Talitha and the others pack up and head out.

Closed and scenario won!


There have been some close calls, but your reconnaissance has been productive so far. You have a map of the dig site, and you’ve learned that the Aspis are employing modified mining constructs to assist with heavy labor underwater. The damage they might cause in the process of excavating treasures could be irreparable.
As you are getting ready to leave Merai’s thankfully vacant tent, a Taldan woman in a foppish hat suddenly appears, grabbing one of the water breathing potions Merai was brewing. You and the new intruder stop and stare at each other, each realizing you can’t make a commotion or you’ll both be caught. She turns and runs, and you grab potions of your own and pursue.

Rewards:
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Remove Curse. At the end of each scenario, return the spell to the game box. Each character draws an item from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.
Since this is the 2nd scenario you have completed as tier 1 characters, you each receive 1 power feat.

Ghost Battling Ring:

Item B
Traits: Accessory  Magic  Pharasma  Veteran 
To Acquire: Arcane Divine Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Lottery Urn:

Item 1
Traits: Object  Magic  Gambling 
To Acquire: Wisdom 6
Recharge this card after your check to choose a number_ Reroll all dice that show that number; take the new result_
Flash Freeze:

Item C
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_
Crowbar:

Item C
Traits: Tool  Basic 
To Acquire: Strength 3
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die_ After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it_
Osirion History Guide:

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

Cards acquired:
Druid of the Hive (Ally B)
Pahmet Clansman (Ally B)
Dhabba (Ally B)
Embalmer (Ally B)
Bone Lamellar (Armor 1)
Blessing of the Elements (Blessing B)
Blessing of Nethys (Blessing C)
Blessing of Wadjet (Blessing B)
Potion of Healing (Item B)
Noxious Bomb (Item B)
Acid Flask (Item B)
Crowbar (Item B)
Speak with Dead (Spell 1)
Lightning Touch (Spell B)
Cure (Spell B)
Sands of Time (Spell 1)
Acid Jet (Spell B)
Unshakable Chill (Spell B)
Spelldagger (Weapon C)
Returning Throwing Axe +1 (Weapon 1)
Blowgun (Weapon B)

Please post the upgrades you would like, along with rolls for them.

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