[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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Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

The hour is of Abadar.

Tup notices a ball rolling towards him and Uliah. Pausing for Uliah's BYA


Ok, let's see what we can do here. I've got the Evangelist for +1. My dex is rubbish so I'm going to go with Disable since I can recharge my hammer to add a d8 for that. With a recharge from Tup, I'd have a d4 + a d8 to get a 4. That seems doable.

Disable 9: 1d4 + 1d8 + 5 ⇒ (3) + (5) + 5 = 13 Success! And I managed to hold on the blessing. :)


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Recharge Blessing of Osiris

Acrobatics 12: 2d8 + 1d4 + 4 ⇒ (5, 4) + (3) + 4 = 16 Using Uliah's blessing and Evangelist.

Success


Your heart still threatens to leap up your throat, and the claw marks on your cheek sear where the desert wind slices into them, but you managed to fend off the divs’ ambush. As your blades cut into them again and again, the shiras snarled words that now weigh on you like a boulder. “You may kill us,” they growled, “but you’ll never stop Lord Ahriman’s plans!”
You’re no expert, but you have certainly heard of Ahriman, Lord of All Divs. The darkest of the genies wants nothing more than to tear down all life and civilization. If the usij cultists are crowing about him, there’s no telling what their end goals might be, or how these ruins factor in.
You’ve got to get inside the sky pyramid before it’s too late!

Reward:
The party gets all boons remaining in location decks. Each character chooses armor or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Cards Acquired:
Filter Hood (Armor B)
Crocodile Skin Madu (Armor B)
Burglar's Buckler (Armor 1)
Blessing of Nethys (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Pharasma (Blessing B)
Alchemist's Kit (Item B)
Djinn Favor Amulet (Item 1)
Effigy of Maat (Item 2)
Channel the Gift (Spell 4)
Detect Undead (Spell 1)
Monstrous Physique (Spell 5)
Detonate (Spell 3)
Venomous Heavy Crossbow +2 (Weapon 5)
Scorpion Whip (Weapon 1)
Galvanic Chakram +1 (Weapon 1)
Venomous Heavy Crossbow +2 (Weapon 5)
Returning Throwing Axe +1 (Weapon 1)

Merisiel & Uliah get a power feat for completing the 2nd scenario at tier 5. Tup gets a card feat for completing the 4th scenario at tier 5.

Please post whether you're adding a random armor or blessing to the list of acquired cards.
Edit:
Merisiel is adding a Blessing of Ra (Blessing B)
Tup is adding a Blessing of Maat (Blessing 2)
Uliah is adding a Blessing of Thoth (Blessing 1)

Please post your upgrade choices.


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

blessing please


For upgrades, I'd love one of the 5s. I can make any of them work, though, so I don't have a strong preference. I'd lean towards weapon, though. I could also consider a spell 4 as a 2nd upgrade, but that's kind of a stretch so it's not critical by any means.

For my power feat, I'm torn. I could take the one that lets anyone I bless with a Sarenrae blessing (I have 2 in my deck) heal for 1. Alternatively, I can take the one to reveal an ally to add 1d4+1 to a combat check by anyone at my location, which could be nice if Tup and I continue to group up. Feedback welcome.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Card Feat- Spell

Upgrades- I'd like the Spell 5.


(per my message in the group chat, I thought you might want some time to strategize while we finalize the upgrade choices)
3-5C: Mnesoset's Mindscape
The acrid scent of your burning torch fills your nose as you climb over the perilous piles of collapsed stone filling this once-grand room. It was not so long ago, you think, that these halls were a magnificent centerpiece of ancient Osirian life. In fact, it was only weeks ago that this place was intact at all, since the ruins were still whole when you entered them with the Aspis traitors.
Slowly, painstakingly, you recreate your path through the pyramid’s atrium. Finally, you reach the secret door through which the Aspis disappeared before the ruins came tumbling down.
But as you descend down the tunnel beyond the trap door, torch thrust boldly before you, the spinel sage jewel around your neck begins to pulse. Its pink gem glows and becomes hot to the touch— so hot you shove your scarf between it and your skin.
The bit of the Spinel Sage’s life force embedded in this gem is clearly excited about descending into the sky pyramid, but you also perceive something more; something sinister. Is the jewel frightened about what you might find?
The feeling becomes overwhelming as you reach toward the rune-covered door at the end of the tunnel. Suddenly, your world explodes in a cacophony of flashing, shrieking light. When the beaming stops, you see the silhouettes of several sultry forms surrounding a massive, spine-faced beast. Floating above the chaos is the shimmering form of the Osirian woman you recognize as Mnesoset herself, the Spinel Sage.
“Friends!” Mnesoset pleads. “The way forward is not safe, but turning back might mean the end of all life we know! Please, if you let me, I can help you end these beasts. You must advance through the door!”
Willfully allowing the spirit of a millennia-old sage to possess you might not be the smartest thing you’ve ever done, but looking at the divs boring down on you, it sure seems like the right call now.

Before the scenario begins, any 1 character must replace his role card with the Mnesoset role card (see photo in group chat)

During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: After building the location decks, shuffle a barrier into each location.
At the start of the scenario, any 1 character must replace his role card with the role card Mnesoset.
If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.
At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck. To win the scenario, close all of the locations.

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #4: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #6: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None


3-5B Upgrades
Merisiel: item 2, spell 4
Tup: spell 5, ?
Uliah: weapon 5, weapon 5


Ghoul Market:

Quickdraw Shield:

None Armor 5
Traits: Shield Finesse Magic
To Acquire: Constitution Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card.
Parade Armor:

None Armor 5
Traits: Light Armor Alchemical
To Acquire: Constitution Fortitude Charisma Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.
Silken Ceremonial Armor:

None Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Steel Ibis Lamellar:

None Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3. If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check. 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.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Starting at Guardian Vault.

Tup wrote:

Hand: Staff of Dark Flame, Safety Bubble, Magnetic Grimoire, Remove Curse, Mighty Gugmuff XXXII, Mythopeoic Sphinx, Create Mindscape, Ice and Fire, Deliverance,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available Die Bump x 2: availble. Recharges in order- Deliverance, Magnetic Grimoire, Mythopeoic Sphinx; Blessings are available for use. Mighty Gugmuff is available for +1d4+3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [X] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [X] +2 [X] +3 [x ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size
Proficient with: Light Armor, Weapons, Heavy Armor
Powers:
Knowledge= Int +3; Perception= Wis +3
At the start of you turn or when your location deck is shuffled, you may exmine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happends when you examine a card.
For you combat check, you may discard a card or recharge an item to use your Arcane skill +2d8 and add the Attack, Bludgeoning and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.
At the end of the scenario, or if your character dies, replace this role card with your own.


I ended up taking the Disrupting Warhammer and the Giantbane Curve Blade +3 as my upgrades.

I'd like the Steel Ibis Lamellar this time I think. Merisiel, if you really want it, let me know, and I can potentially swap to another one.

And starting at the Guardian Vault sounds good. It's always best to zerg that one down as soon as we can.

Uliah wrote:

Hand: Blessing of Nethys, Disrupting Warhammer +3, Cloudburst, Cleric of Nethys, Mountain Dog, Rift Warden,

Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([] +2) to your combat or Divine Check ([] or to a combat check by another character at your location).
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 ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: After building the location decks, shuffle a barrier into each location.
At the start of the scenario, any 1 character must replace his role card with the role card Mnesoset. If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced. At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck. To win the scenario, close all of the locations.

Scenario Level (#): 5

Turn: 1, Merisiel/Merisal

Random Cards:

Monsters
Spoiler:
Caravan Raider
None
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

Spoiler:
Scarab Swarm
None
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

Spoiler:
Bonestorm
None
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

Spoiler:
Ubashki Swarm
None
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

Spoiler:
Elder Ifreeti
None
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

Barriers
Spoiler:
Corridor Dart Trap
None
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Spoiler:
Symbol of Fear
None
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Spoiler:
Toxic Geyser
None
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.

Spoiler:
Baited Jewel Box
None
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.

Spoiler:
Ambush
None
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Weapons
Spoiler:
Flaming Ranseur +3
None
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Fate Blade
None
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spoiler:
Venomous Heavy Crossbow +2
None
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spoiler:
Greatclub +1
None
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Disrupting Rapier +1
None
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Whip of Centipedes
None
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
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 12 check to recharge this card instead of discarding it.

Spoiler:
Spite Cloud
None
Spell 5
Traits:
Magic
Arcane
Attack
Acid To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Safety Bubble
None
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Jolting Portent
None
Spell 5
Traits:
Magic
Divine
Attack
Electricity To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Acute Senses
None
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.

Armors
Spoiler:
Burglar's Buckler
None
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Spoiler:
Reed Snake Armor
None
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Tooled Crocodile Skin
None
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Mystic Silk Coat
None
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Spoiler:
Aegis of Recovery
None
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Items
Spoiler:
Burglar's Bracers
None
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.

Spoiler:
Brilliance of Ra
None
Item B
Traits:
Trigger
Object
Magic
Ra To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

Spoiler:
Alchemist's Kit
None
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

Spoiler:
Black Marsh Spider Venom
None
Item 2
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Spoiler:
Necklace of Fireballs
None
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Allies
Spoiler:
Druid of the Storm
None
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Spoiler:
Pard
None
Ally B
Traits:
Animal To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Spoiler:
Commander Abdallah
None
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

Spoiler:
Ubashki
None
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

Spoiler:
Kafar
None
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

Blessings
Spoiler:
Blessing of the Ancients
None
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 Isis
None
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Spoiler:
Blessing of the Elements
None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Spoiler:
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Top of Blessing Discard Pile:

Blessing of the Ancients:
Blessing of the Ancients
None
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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Tup/Grimsnik
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Uliah/Myrddin1209
Blessing of Wadjet
None
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Merisiel/Merisal
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Blessings Deck Card 4 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 6 Merisiel/Merisal
Blessing of Abadar
None
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 Blessings Deck Card 7 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Uliah/Myrddin1209
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Merisiel/Merisal
Blessing of Abadar
None
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 11 Uliah/Myrddin1209
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 12 Blessings Deck Card 12 Merisiel/Merisal
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 14 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 15 Merisiel/Merisal
Blessing of Abadar
None
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Tup/Grimsnik
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Uliah/Myrddin1209
Blessing of Horus
None
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 Blessings Deck Card 18 Merisiel/Merisal
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Tup/Grimsnik
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Blessings Deck Card 20 Uliah/Myrddin1209
Blessing of Nethys
None
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 21 Blessings Deck Card 21 Merisiel/Merisal
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Tup/Grimsnik
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 24 Merisiel/Merisal
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Tup/Grimsnik
Blessing of the Ancients
None
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 Blessings Deck Card 26 Uliah/Myrddin1209
Blessing of the Elements
None
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 Blessings Deck Card 27 Merisiel/Merisal
Blessing of Isis
None
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Tup/Grimsnik
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Uliah/Myrddin1209
Blessing of the Elements
None
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.

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Merisal, None

Five-Pointed Sun Card 1:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.

Location #2: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Tup/Grimsnik, Uliah/Myrddin1209, None
Guardian Vault Card 1:
Evocation Staff
None
Item 5
Traits:
Staff
Attack
Magic
Arcane To Acquire:
Intelligence
Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
Guardian Vault Card 2:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Guardian Vault Card 3:
Chain Lightning
None
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Guardian Vault Card 4:
Telekinetic Enucleation
None
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
Guardian Vault Card 5:
Ptemenib
None
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Guardian Vault Card 6:
Canteen
None
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Guardian Vault Card 7:
Sky Pharaoh's Curse
None
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
Guardian Vault Card 8:
Coffer Corpse
None
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.
Guardian Vault Card 9:
Thousand Stings Whip
None
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Guardian Vault Card 10:
Blessing of Abadar
None
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.

Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Garden of Symmetry Card 1:
Hungry Fog
None
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Garden of Symmetry Card 2:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Garden of Symmetry Card 3:
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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.
Garden of Symmetry Card 4:
Acute Senses
None
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.
Garden of Symmetry Card 5:
Skyplate Armor
None
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Craft
Divine 12
Reveal this card to reduce all damage dealt to you by 2.
Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Garden of Symmetry Card 6:
Blessing of Pharasma
None
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.
Garden of Symmetry Card 7:
Returning Throwing Axe +1
None
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 pro?cient with weapons, the dif?culty of this check is increased by 4.
Garden of Symmetry Card 8:
Poison Spiked Pit Trap
None
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Garden of Symmetry Card 9:
Stone Skin
None
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Garden of Symmetry Card 10:
Hide Armor of Fire Resistance
None
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Sculptors Lair Card 1:
Detonate
None
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Sculptors Lair Card 2:
Hand of the Guilty Man
None
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Sculptors Lair Card 3:
Mummified Sphinx
None
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.
Sculptors Lair Card 4:
Kalnaka
None
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Sculptors Lair Card 5:
Day Star Half-Plate
None
Armor 3
Traits:
Heavy Armor Magic To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Sculptors Lair Card 6:
Corridor Dart Trap
None
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.
Sculptors Lair Card 7:
Dagger of Doubling
None
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Sculptors Lair Card 8:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Sculptors Lair Card 9:
Vanth
None
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Sculptors Lair Card 10:
Sedja
None
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Location #5: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Garden of Ossumentals Card 1:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Garden of Ossumentals Card 2:
Shocking Chest
None
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.
Garden of Ossumentals Card 3:
Userib
None
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Garden of Ossumentals Card 4:
Desert Trapper
None
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Garden of Ossumentals Card 5:
Alchemist's Suit
None
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Garden of Ossumentals Card 6:
Living Sandstorms
None
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Garden of Ossumentals Card 7:
Elder Ice Elemental
None
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Garden of Ossumentals Card 8:
Shocking Scimitar +2
None
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Garden of Ossumentals Card 9:
Alchemist's Shield
None
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Garden of Ossumentals Card 10:
Symbol of Pain
None
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

Location #6: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Altar of Riddles Card 1:
Acid Splash
None
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.
Altar of Riddles Card 2:
Shock Glaive +1
None
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Altar of Riddles Card 3:
Ubashki Swarm
None
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Altar of Riddles Card 4:
Bloodroot Poison
None
Item 3
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Altar of Riddles Card 5:
Blast Glyph
None
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Altar of Riddles Card 6:
Freed Soul
None
Ally 5
Traits:
Undead
Incorporeal
Ghost To Acquire:
Charisma
Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
Altar of Riddles Card 7:
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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.
Altar of Riddles Card 8:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Altar of Riddles Card 9:
Collapsing Sphinx
None
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Altar of Riddles Card 10:
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.


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

Merisiel starts at the altar of riddles (passing on armour upgrades)

Merisiel wrote:

Hand: Tablet of languages lost, Game of afterlife, seeking shortbow +2, Blessing of the ancients, red leathers, Blessing of maat, Silken ceremonial armour,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 (X5+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card

Chooses blessing and finds a spell instead

Moves to garden of symmetry

Explores and finds a hungry fog Will evade it by power of merisiel not stealth

Discard blessing of ancients to examine the next card (then recharge blessing of the ancients

next card: 1d10 ⇒ 3

Blessing of Thoth cant acquire so will make a check of 0 to acquire

Merisiel wrote:

Hand: Tablet of languages lost, Game of afterlife, seeking shortbow +2, Mask of the forgotten pharaoh, red leathers, Blessing of maat, Silken ceremonial armour,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 (X5+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Displaying Safety Bubble next to Guardian Vault on Merisiel's turn.


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

Cards to examine 2d4 ⇒ (3, 2) = 5

5d10 ⇒ (7, 7, 2, 1, 10) = 27

1d5 ⇒ 4

Ok good news is I only examine 1 barrier

Bad news I examined the henchman that triggers

Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.

1d3 ⇒ 1 1M 2T 3U

Merisiel encounters and evades the paraika (at least i hope so)

Takes 0 on the combat check to defeat the ghawa and buries the silken ceremonial armour to reduce damage to zero

strength 6: 1d6 + 1d4 ⇒ (3) + (4) = 7

Recharge blessing of Maat

damage from melee check ?: 1d6 ⇒ 1

Then discard red leathers

Then as only one barrier examined I may attempt to close location by recharging tablet and game of afterlife

Merisiel wrote:

Hand: Appleslayer, Swipe, seeking shortbow +2, Mask of the forgotten pharaoh, Blessing of Zon Kuthon, Ushabti of the willing servant, Red carriage,

Displayed:
Deck: 11 Discard: 1 Buried: 1
Notes: Blessing available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 (X5+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: After building the location decks, shuffle a barrier into each location.
At the start of the scenario, any 1 character must replace his role card with the role card Mnesoset.
If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.
At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck. To win the scenario, close all of the locations.

Scenario Level (#): 5

Turn: 2, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Cenovath Swarm
None
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.

Spoiler:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.

Spoiler:
Hanshepsu
None
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.

Spoiler:
Desert Trapper
None
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Spoiler:
Earth Ossumental
None
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

Barriers
Spoiler:
Sightless Starvation
None
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

Spoiler:
Eternal Captives
None
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

Spoiler:
Killing Box
None
Barrier 5
Traits:
Obstacle
Trap
Magic
Arcane
Acid
To Defeat:
Intelligence
Knowledge
Perception 13
OR Disable 15
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

Spoiler:
Symbol of Fear
None
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Spoiler:
Holy Word Trap
None
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

Weapons
Spoiler:
Fate Blade
None
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spoiler:
Rod of the Devoured Dawn
None
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

Spoiler:
Dagger of Doubling
None
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Spoiler:
Venomous Heavy Crossbow +2
None
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spoiler:
Striking Wing Scimitar
None
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Spells
Spoiler:
Acute Senses
None
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.

Spoiler:
Spite Cloud
None
Spell 5
Traits:
Magic
Arcane
Attack
Acid To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

Spoiler:
Safety Bubble
None
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Dune of Doom
None
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
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 15 check to recharge this card instead of discarding it.

Spoiler:
Augury
None
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Clawhand Shield
None
Armor 3
Traits:
Shield
Offhand To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

Spoiler:
Quickdraw Shield
None
Armor 5
Traits:
Shield
Finesse
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.

Spoiler:
Steel Ibis Lamellar
None
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
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:
Reed Snake Armor
None
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Scarab Buckler
None
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.

Items
Spoiler:
Wing of Horus
None
Item B
Traits:
Trigger
Object
Magic
Horus To Acquire:
Dexterity
Knowledge
Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.

Spoiler:
Mummified Cat
None
Item 1
Traits:
Object
Magic
Mummy To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

Spoiler:
Glyphbane Gloves
None
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

Spoiler:
Ring of Stony Flesh
None
Item 5
Traits:
Accessory
Magic To Acquire:
Strength
Melee 10
OR Constitution
Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.

Spoiler:
Jet of Anubis
None
Item 4
Traits:
Object
Magic
Anubis To Acquire:
Charisma
Diplomacy
Stealth 11
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
Recharge this card to add the Poison trait and 1d4 to your combat check.

Allies
Spoiler:
Stone Weasel
None
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

Spoiler:
Nefti the Bard
None
Ally B
Traits:
Human
Bard
Aspis To Acquire:
Charisma
Diplomacy 8
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.

Spoiler:
Pard
None
Ally B
Traits:
Animal To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Spoiler:
Neb-at
None
Ally 1
Traits:
Human
Smuggler To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Unwrapped Harmony
None
Ally 2
Traits:
Trigger
Caligni
Oracle To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

Blessings
Spoiler:
Blessing of the Elements
None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

Spoiler:
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

Spoiler:
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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.

Top of Blessing Discard Pile:

Blessing of the Ancients:
Blessing of the Ancients
None
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: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Uliah/Myrddin1209
Blessing of Wadjet
None
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Merisiel/Merisal
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 3 Blessings Deck Card 3 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 5 Merisiel/Merisal
Blessing of Abadar
None
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Uliah/Myrddin1209
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 Merisiel/Merisal
Blessing of Abadar
None
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 Blessings Deck Card 9 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 10 Uliah/Myrddin1209
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 11 Blessings Deck Card 11 Merisiel/Merisal
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 13 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 14 Merisiel/Merisal
Blessing of Abadar
None
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 15 Blessings Deck Card 15 Tup/Grimsnik
Blessing of the Ancients
None
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 Blessings Deck Card 16 Uliah/Myrddin1209
Blessing of Horus
None
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 17 Blessings Deck Card 17 Merisiel/Merisal
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Tup/Grimsnik
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Blessings Deck Card 19 Uliah/Myrddin1209
Blessing of Nethys
None
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 20 Blessings Deck Card 20 Merisiel/Merisal
Blessing of the Ancients
None
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 Blessings Deck Card 21 Tup/Grimsnik
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Uliah/Myrddin1209
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Merisiel/Merisal
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Tup/Grimsnik
Blessing of the Ancients
None
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 Blessings Deck Card 25 Uliah/Myrddin1209
Blessing of the Elements
None
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 Blessings Deck Card 26 Merisiel/Merisal
Blessing of Isis
None
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Tup/Grimsnik
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 Blessings Deck Card 28 Uliah/Myrddin1209
Blessing of the Elements
None
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.

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Five-Pointed Sun Card 1:
Elemental Arachnid
None
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Five-Pointed Sun Card 2:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Five-Pointed Sun Card 3:
Lightning Storm
None
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Location #2: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Tup/Grimsnik, Uliah/Myrddin1209, Safety Bubble
Guardian Vault Card 1:
Sky Pharaoh's Curse
None
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
Guardian Vault Card 2:
Ptemenib
None
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Guardian Vault Card 3:
Telekinetic Enucleation
None
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
Guardian Vault Card 4:
Canteen
None
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Guardian Vault Card 5:
Blessing of Abadar
None
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.
Guardian Vault Card 6:
Chain Lightning
None
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Guardian Vault Card 7:
Coffer Corpse
None
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.
Guardian Vault Card 8:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Guardian Vault Card 9:
Curse of Teeth and Fleas
None
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.
Guardian Vault Card 10:
Evocation Staff
None
Item 5
Traits:
Staff
Attack
Magic
Arcane To Acquire:
Intelligence
Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
Guardian Vault Card 11:
Thousand Stings Whip
None
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Location #3: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Location #4: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Sculptors Lair Card 1:
Mummified Sphinx
None
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.
Sculptors Lair Card 2:
Hand of the Guilty Man
None
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Sculptors Lair Card 3:
Grave Goods
None
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.

Sculptors Lair Card 4:
Detonate
None
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Sculptors Lair Card 5:
Day Star Half-Plate
None
Armor 3
Traits:
Heavy Armor Magic To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Sculptors Lair Card 6:
Kalnaka
None
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Sculptors Lair Card 7:
Corridor Dart Trap
None
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.
Sculptors Lair Card 8:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Sculptors Lair Card 9:
Vanth
None
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Sculptors Lair Card 10:
Sedja
None
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Sculptors Lair Card 11:
Dagger of Doubling
None
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Location #5: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Garden of Ossumentals Card 1:
Shocking Chest
None
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.
Garden of Ossumentals Card 2:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Garden of Ossumentals Card 3:
Desert Trapper
None
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Garden of Ossumentals Card 4:
Alchemist's Suit
None
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Garden of Ossumentals Card 5:
Symbol of Pain
None
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Garden of Ossumentals Card 6:
Alchemist's Shield
None
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Garden of Ossumentals Card 7:
Shocking Scimitar +2
None
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Garden of Ossumentals Card 8:
Living Sandstorms
None
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Garden of Ossumentals Card 9:
Fiendish Sphinx
None
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Garden of Ossumentals Card 10:
Userib
None
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Garden of Ossumentals Card 11:
Elder Ice Elemental
None
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.

Location #6: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Altar of Riddles Card 1 (Acid Splash):
Acid Splash
None
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.
Altar of Riddles Card 2:
Ghawwa
None
Henchman 5
Type: Monster
Traits:
Aquatic
Outsider
Trigger
To Defeat:
Combat 18
THEN Strength
Constitution
Fortitude
Divine 5
The Ghawwa is immune to the Fire and Poison traits.
Before you act, a random character summons and encounters the henchman Pairaka.
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.
Altar of Riddles Card 3:
Bloodroot Poison
None
Item 3
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Altar of Riddles Card 4:
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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.
Altar of Riddles Card 5:
Collapsing Sphinx
None
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Altar of Riddles Card 6:
Blast Glyph
None
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Altar of Riddles Card 7:
Freed Soul
None
Ally 5
Traits:
Undead
Incorporeal
Ghost To Acquire:
Charisma
Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
Altar of Riddles Card 8:
Shock Glaive +1
None
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Altar of Riddles Card 9:
Hungry Fog
None
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Altar of Riddles Card 10:
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Altar of Riddles Card 11:
Ubashki Swarm
None
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

The hour is of the Ancients.

Tup disrupts a rune at the entrance of the Guardian Vault. Arcane 15: 1d12 + 1d8 + 5 ⇒ (11) + (4) + 5 = 20 Banish Sky Pharaoh's Curse

EOT- Examine Top: 2d4 ⇒ (2, 2) = 4 Ptemenib, Telekinetic Enucleation (Recharge Deliverance to ignore power), Canteen, Blessing of Abadar.

Close
Random Scourge: 1d8 + 1 ⇒ (3) + 1 = 4 Curse of Daybane
Move to Random Location: 1d6 ⇒ 4 Sculptors Lair
Add Monster to Five-Pointed Sun.
Recovery- Arcane 13: 1d12 + 5 ⇒ (3) + 5 = 8 discard Safety Bubble

Start of Uliah's Turn- recharge Remove Curse to banish Curse of Daybane.

Tup wrote:

Hand: Staff of Dark Flame, Magnetic Grimoire, Mighty Gugmuff XXXII, Mythopeoic Sphinx, Create Mindscape, Ice and Fire, Blessing of Osiris,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available Die Bump x 2: availble. Recharges in order- Magnetic Grimoire, Blessing of Orsiris, Mythopeoic Sphinx; Blessings are available for use. Mighty Gugmuff is available for +1d4+3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [X] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [X] +2 [X] +3 [x ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size
Proficient with: Light Armor, Weapons, Heavy Armor
Powers:
Knowledge= Int +3; Perception= Wis +3
At the start of you turn or when your location deck is shuffled, you may exmine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happens when you examine a card.
For you combat check, you may discard a card or recharge an item to use your Arcane skill +2d8 and add the Attack, Bludgeoning and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.
At the end of the scenario, or if your character dies, replace this role card with your own.


It is the hour of Wadjet.

Wow, you guys are flying. Hopefully I won't screw things up too badly. I'll move to the Altar of Riddles.

Up first, we have that spell Merisiel found. I'll just take the 0 and pass on it.

Mountain Dog to go again. A Ghawwa. I didn't examine it. I'll use Cloudburst to skip the BYA as well. I'll take a hit on the electricity damage, but I should still be ok. I'll reveal my Cleric for the divine bonus. Note, I'm including the subtractions in my damage calculation.

Combat 18: 1d10 + 3d6 + 1d8 + 1d4 + 7 - 6 ⇒ (2) + (6, 5, 5) + (4) + (2) + 7 - 6 = 25 Passed the combat.

Now for the recharge.

Divine Recharge 13: 1d10 + 1d4 + 7 ⇒ (5) + (1) + 7 = 13 Success!

I auto the Divine 5 check so it's dead.

Now for the close. I'll use my Blessing of Nethys on it.

Wisdom 10: 2d10 + 3 ⇒ (6, 7) + 3 = 16

Wow, 3 closes in 3 turns. That's crazy. I'll take it, though. :)

Oh, and one more monster for the 5PS.

Uliah wrote:

Hand: Hand of the Honest Man, Disrupting Warhammer +3, Major Cure, Cleric of Nethys, Sand Elemental, Rift Warden,

Displayed:
Deck: 12 Discard: 2 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
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 ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: After building the location decks, shuffle a barrier into each location.
At the start of the scenario, any 1 character must replace his role card with the role card Mnesoset.
If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.
At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck. To win the scenario, close all of the locations.

Scenario Level (#): 5

Turn: 4, Merisiel/Merisal

Random Cards:

Monsters
Spoiler:
Guecubu
None
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Spoiler:
Ghoul
None
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Spoiler:
Guecubu
None
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

Spoiler:
Cenovath Swarm
None
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.

Spoiler:
Girtablilu Ranger
None
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.

Barriers
Spoiler:
Curse of Teeth and Fleas
None
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Spoiler:
Collapsing Sphinx
None
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

Spoiler:
Baited Jewel Box
None
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.

Spoiler:
Telekinetic Enucleation
None
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

Spoiler:
Poison Spiked Pit Trap
None
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Weapons
Spoiler:
Dagger of Doubling
None
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Spoiler:
Galvanic Kopis +2
None
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

Spoiler:
Spellsword +2
None
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

Spoiler:
Flaming Ranseur +3
None
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Striking Wing Scimitar
None
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Spells
Spoiler:
Flames of the Faithful
None
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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Spoiler:
Detect Undead
None
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Spoiler:
Channel the Gift
None
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search their deck for a spell and draw it.
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 14 check to recharge this card instead of discarding it.

Spoiler:
Vision
None
Spell 5
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
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 15 check to recharge this card instead of discarding it.

Spoiler:
Acute Senses
None
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.

Armors
Spoiler:
Tooled Crocodile Skin
None
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Reed Snake Armor
None
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Falcon Crown
None
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.

Spoiler:
Parade Armor
None
Armor 5
Traits:
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Spoiler:
Scarab Buckler
None
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.

Items
Spoiler:
Smoked Glass Goggles
None
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.

Spoiler:
Ring of Stony Flesh
None
Item 5
Traits:
Accessory
Magic To Acquire:
Strength
Melee 10
OR Constitution
Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.

Spoiler:
Mumia
None
Item 2
Traits:
Liquid
Alchemical
Mummy To Acquire:
Intelligence
Craft 8
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

Spoiler:
Potion of Healing
None
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:
Black Marsh Spider Venom
None
Item 2
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Allies
Spoiler:
Neb-at
None
Ally 1
Traits:
Human
Smuggler To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Druid of the Storm
None
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Spoiler:
Giant Slug
None
Ally B
Traits:
Animal
Acid To Acquire:
Wisdom
Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

Spoiler:
Sand Elemental
None
Ally 5
Traits:
Outsider
Elemental To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
Recharge this card to ignore a non-villain bane's power that happens before you act.
Discard this card to explore your location.

Spoiler:
Black Kiss
None
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Spoiler:
Blessing of the Ancients
None
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 Isis
None
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Spoiler:
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

Spoiler:
Blessing of the Elements
None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Top of Blessing Discard Pile:

Blessing of Anubis:
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Uliah/Myrddin1209
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Merisiel/Merisal
Blessing of Abadar
None
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 4 Blessings Deck Card 4 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Uliah/Myrddin1209
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Merisiel/Merisal
Blessing of Abadar
None
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 Blessings Deck Card 7 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 8 Uliah/Myrddin1209
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 Blessings Deck Card 9 Merisiel/Merisal
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 11 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 12 Merisiel/Merisal
Blessing of Abadar
None
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Tup/Grimsnik
Blessing of the Ancients
None
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 Blessings Deck Card 14 Uliah/Myrddin1209
Blessing of Horus
None
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 15 Blessings Deck Card 15 Merisiel/Merisal
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Tup/Grimsnik
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Blessings Deck Card 17 Uliah/Myrddin1209
Blessing of Nethys
None
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 Blessings Deck Card 18 Merisiel/Merisal
Blessing of the Ancients
None
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 Blessings Deck Card 19 Tup/Grimsnik
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 21 Merisiel/Merisal
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Tup/Grimsnik
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Uliah/Myrddin1209
Blessing of the Elements
None
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 Blessings Deck Card 24 Merisiel/Merisal
Blessing of Isis
None
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Tup/Grimsnik
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 26 Blessings Deck Card 26 Uliah/Myrddin1209
Blessing of the Elements
None
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.

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Five-Pointed Sun Card 1:
Bonestorm
None
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Five-Pointed Sun Card 2:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Five-Pointed Sun Card 3:
Elemental Arachnid
None
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Five-Pointed Sun Card 4:
Ghawwa
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.
Five-Pointed Sun Card 5:
Lightning Storm
None
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Location #2: Guardian Vault
Closed
At This Location: If you move to this location you are dealt 2 Poison damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Location #4: Sculptors Lair
At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
When Closing: Summon and defeat the henchman Warrior Dolls.
When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Tup/Grimsnik, None

Sculptors Lair Card 1:
Mummified Sphinx
None
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.
Sculptors Lair Card 2:
Hand of the Guilty Man
None
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Sculptors Lair Card 3:
Grave Goods
None
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.

Sculptors Lair Card 4:
Detonate
None
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Sculptors Lair Card 5:
Day Star Half-Plate
None
Armor 3
Traits:
Heavy Armor Magic To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Sculptors Lair Card 6:
Kalnaka
None
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Sculptors Lair Card 7:
Corridor Dart Trap
None
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.
Sculptors Lair Card 8:
Ghawwa
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.
Sculptors Lair Card 9:
Vanth
None
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Sculptors Lair Card 10:
Sedja
None
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
Sculptors Lair Card 11:
Dagger of Doubling
None
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Location #5: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Garden of Ossumentals Card 1:
Shocking Chest
None
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.
Garden of Ossumentals Card 2:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Garden of Ossumentals Card 3:
Desert Trapper
None
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Garden of Ossumentals Card 4:
Alchemist's Suit
None
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Garden of Ossumentals Card 5:
Symbol of Pain
None
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Garden of Ossumentals Card 6:
Alchemist's Shield
None
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Garden of Ossumentals Card 7:
Shocking Scimitar +2
None
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Garden of Ossumentals Card 8:
Living Sandstorms
None
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Garden of Ossumentals Card 9:
Fiendish Sphinx
None
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Garden of Ossumentals Card 10:
Userib
None
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Garden of Ossumentals Card 11:
Elder Ice Elemental
None
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.

Location #6: Altar of Riddles
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None


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

Merisiel heads to the sculptors lair

and finds a mummified sphinx

evaded

End of turn

2d4 ⇒ (2, 2) = 4

oops 11 cards here:

6d10 ⇒ (6, 8, 7, 10, 9, 5) = 45

4d11 ⇒ (4, 7, 8, 1) = 20


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

So reorganising from first turn Did not bury armour did not recharge blessing of Maat or discard red leathers clearing off all cards I did draw and restting my hand again so my start of turn hand is

Merisiel wrote:

Hand: Silken ceremonial armour, red leathers, seeking shortbow +2, Blessing of maat, Blessing of the vaultmaster, Shy ratani, Vampiric Backsword,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 ([ ]+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card

Have changed my power checks to reflect I chose increased hand size over d4+1 to non combat checks

So on Ghawwa trigger

1d3 ⇒ 3 1 m 2 t 3 u

Ulliah gets to fight the pairaka

Sorry Ulliah Blessings are available

rest of turn:

Merisiel Fights the warrior dolls with Seeking shortbow

combat 10: 1d12 + 4 + 1d6 + 2 ⇒ (12) + 4 + (6) + 2 = 24

combat damage: 1d4 ⇒ 3

Bury silken ceremonial armour to prevent damage and draw Sand elemental

Merisiel wrote:

Hand: Sand elemental, red leathers, seeking shortbow +2, Blessing of maat, Blessing of the vaultmaster, Shy ratani, Vampiric Backsword,

Displayed:
Deck: 13 Discard: 0 Buried: 1
Notes: Blessing available If one used on Pairaka replace with appleslayer
Sideboard cards:

Spoiler:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 ([ ]+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card


Oh joy. A Pairaka. Silly things, those. It's only a Divine 9, though, and I'm +7 with 3 dice on a trigger/outsider so it's dead.

I'll use Hand of the Honest Man to get rid of the AYA scourge, too. It's a Divine 8 recharge so that's also an auto. :)


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: After building the location decks, shuffle a barrier into each location.
At the start of the scenario, any 1 character must replace his role card with the role card Mnesoset.
If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.
At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck. To win the scenario, close all of the locations.

Scenario Level (#): 5

Turn: 5, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Bonecrusher Hunter
None
Monster B
Traits:
Trigger
Gnoll
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:
Hanshepsu
None
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.

Spoiler:
Vanth
None
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Spoiler:
Mummified Sphinx
None
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, add 1d8.
Before you act, recharge your hand, reset your hand, and bury a card.

Spoiler:
Bonecrusher Chieftain
None
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.

Barriers
Spoiler:
Eternal Captives
None
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

Spoiler:
Insanity Mist
None
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

Spoiler:
Ambush
None
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Spoiler:
Sightless Starvation
None
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

Spoiler:
Corridor Dart Trap
None
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.

Weapons
Spoiler:
Shattertouch Shotel +2
None
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

Spoiler:
Venomous Heavy Crossbow +2
None
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spoiler:
Thousand Stings Whip
None
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spoiler:
Mace of Ruin
None
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

Spoiler:
Striking Wing Scimitar
None
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Spells
Spoiler:
Corrosion
None
Spell 2
Traits:
Magic
Arcane
Divine
Acid To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spoiler:
Ice Storm
None
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Flames of the Faithful
None
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, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Spoiler:
Deathgrip
None
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
None
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Burglar's Buckler
None
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Spoiler:
Aegis of Recovery
None
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spoiler:
Shield of Fire Resistance
None
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Mistmail
None
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Spoiler:
Bone Lamellar
None
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Items
Spoiler:
Ring of the Godless
None
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Spoiler:
Ring of Stony Flesh
None
Item 5
Traits:
Accessory
Magic To Acquire:
Strength
Melee 10
OR Constitution
Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.

Spoiler:
Potion of Energy Resistance
None
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Spoiler:
Chest of Keeping
None
Item 5
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Knowledge
Wisdom 9
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

Spoiler:
Hand of the Guilty Man
None
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

Allies
Spoiler:
Commander Abdallah
None
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

Spoiler:
Qasin
None
Ally 2
Traits:
Outsider
Psychopomp To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Kafar
None
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

Spoiler:
Azaz Arafe and Zazu
None
Ally 1
Traits:
Human
Evoker
AND
Animal To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check by a character at your location.
Discard this card to explore your location.

Spoiler:
Ubashki
None
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of the Elements
None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Ra
None
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Spoiler:
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

Spoiler:
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of the Lady of Graves:
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Uliah/Myrddin1209
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Merisiel/Merisal
Blessing of Abadar
None
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 3 Blessings Deck Card 3 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Uliah/Myrddin1209
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Merisiel/Merisal
Blessing of Abadar
None
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 7 Uliah/Myrddin1209
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 Blessings Deck Card 8 Merisiel/Merisal
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 10 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 11 Merisiel/Merisal
Blessing of Abadar
None
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 Blessings Deck Card 12 Tup/Grimsnik
Blessing of the Ancients
None
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 Blessings Deck Card 13 Uliah/Myrddin1209
Blessing of Horus
None
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 14 Blessings Deck Card 14 Merisiel/Merisal
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 Tup/Grimsnik
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Blessings Deck Card 16 Uliah/Myrddin1209
Blessing of Nethys
None
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 Blessings Deck Card 17 Merisiel/Merisal
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Tup/Grimsnik
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Uliah/Myrddin1209
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Merisiel/Merisal
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Tup/Grimsnik
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Uliah/Myrddin1209
Blessing of the Elements
None
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 Blessings Deck Card 23 Merisiel/Merisal
Blessing of Isis
None
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Tup/Grimsnik
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 25 Blessings Deck Card 25 Uliah/Myrddin1209
Blessing of the Elements
None
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.

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Five-Pointed Sun Card 1:
Shaitan Ghul
None
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Five-Pointed Sun Card 2:
Bonestorm
None
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Five-Pointed Sun Card 3:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Five-Pointed Sun Card 4:
Elemental Arachnid
None
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Five-Pointed Sun Card 5:
Ghawwa
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.
Five-Pointed Sun Card 6:
Lightning Storm
None
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Location #2: Guardian Vault
Closed
At This Location: If you move to this location you are dealt 2 Poison damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Sculptors Lair
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/Merisal, Tup/Grimsnik, None

Location #5: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Garden of Ossumentals Card 1:
Shocking Chest
None
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.
Garden of Ossumentals Card 2:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Garden of Ossumentals Card 3:
Desert Trapper
None
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Garden of Ossumentals Card 4:
Alchemist's Suit
None
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Garden of Ossumentals Card 5:
Symbol of Pain
None
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Garden of Ossumentals Card 6:
Alchemist's Shield
None
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Garden of Ossumentals Card 7:
Shocking Scimitar +2
None
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Garden of Ossumentals Card 8:
Living Sandstorms
None
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Garden of Ossumentals Card 9:
Fiendish Sphinx
None
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Garden of Ossumentals Card 10:
Userib
None
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Garden of Ossumentals Card 11:
Elder Ice Elemental
None
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.

Location #6: Altar of Riddles
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

The hour is of the Lady of Graves.

Tup moves to the Garden of Ossumentals and casts Create Mindscape.
While exploring he notices a trapped chest. Dex 12: 3d8 + 2 ⇒ (5, 5, 2) + 2 = 14
Tup is able to open it but is still shocked a bit Elec Damage: 1d4 ⇒ 3 Using Merisiel's Blessing of the Vaultmaster. Discard Magnetic Grimoire, Mighty Gugmuff XXXII and
Mythopeoic Sphinx for damage. Acquire: Weapon- Shattertouch Shotel +2;Spell-Corrosion; Armor-Burglar's Buckler. Shuffling Shocking Chest into 5PS.
Scourge: 1d8 + 1 ⇒ (7) + 1 = 8 Curse of the Sphinx

EOT- Examine # of Cards: 2d4 ⇒ (3, 2) = 5 Royal Naga, Desert Trapper, Alchemist's Suit, Symbol of Pain, Alchemist's Shield
Add monster to 5PS.

Tup wrote:

Hand: Staff of Dark Flame, Ice and Fire, Blessing of Osiris, Shattertouch Shotel +2, Corrosion, Burglar's Buckler, Gem of Mental Acuity, Blessing of Lamashtu,

Displayed: Create Mindscape, Curse of the Sphinx,
Deck: 11 Discard: 4 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available Die Bump x 2: availble. Recharges in order- Magnetic Grimoire, Blessing of Orsiris, Mythopeoic Sphinx; Blessings are available for use. Mighty Gugmuff is available for +1d4+3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [X] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [X] +2 [X] +3 [x ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size
Proficient with: Light Armor, Weapons, Heavy Armor
Powers:
Knowledge= Int +3; Perception= Wis +3
At the start of you turn or when your location deck is shuffled, you may exmine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happens when you examine a card.
For you combat check, you may discard a card or recharge an item to use your Arcane skill +2d8 and add the Attack, Bludgeoning and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.
At the end of the scenario, or if your character dies, replace this role card with your own.


It is the hour of the Ancients.

I'll follow Tup to the Garden. Time to kill a Naga. I only have one weapon so it's hammer time. I'll reveal my Cleric to help.

Combat 16: 1d6 + 1d8 + 1d4 + 8 ⇒ (4) + (4) + (2) + 8 = 18
Combat 16: 1d6 + 1d8 + 1d4 + 8 ⇒ (1) + (3) + (2) + 8 = 14

Ouch. Ok, rerolling that d6 on the last one.
Combat 16: 1d6 + 13 ⇒ (1) + 13 = 14

Wow, ok. That sucks. Recharging the Cleric for +2 to pass it.

Rift Warden to go again. It's the Desert Trapper. I'll hammer that too.

Combat 12: 1d6 + 1d8 + 1d4 + 8 ⇒ (1) + (8) + (1) + 8 = 18 Dead.

I'll stop here since I want to keep an ally in hand.

Doing my examine:
Examine?: 2d4 ⇒ (2, 1) = 3 Same cards Tup saw. No triggers or barriers.

One more monster to the 5PS.

Uliah wrote:

Hand: Blessing of Abadar, Disrupting Warhammer +3, Major Cure, Restorative Touch, Sand Elemental, Steel Ibis Lamellar,

Displayed:
Deck: 11 Discard: 3 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
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 ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.

At the start of Merisiel's turn, I'll cast Restorative Touch on Tup to remove that curse.

Heal: 1d4 ⇒ 2
Divine Recharge 11: 1d10 + 1d4 + 7 ⇒ (10) + (2) + 7 = 19

It's a baby heal, but at least the curse is gone. :)


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Cards healed: 2d4 ⇒ (1, 3) = 4 Safety Bubble and Mighty Gugmuff XXXII


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: After building the location decks, shuffle a barrier into each location.
At the start of the scenario, any 1 character must replace his role card with the role card Mnesoset.
If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.
At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck. To win the scenario, close all of the locations.

Scenario Level (#): 5

Turn: 7, Merisiel/Merisal

Random Cards:

Monsters
Spoiler:
Scarab Swarm
None
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

Spoiler:
Rukh
None
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Spoiler:
Sun Falcon
None
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

Spoiler:
Cenovath Swarm
None
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.

Spoiler:
Desert Trapper
None
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Barriers
Spoiler:
Toxic Geyser
None
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.

Spoiler:
Symbol of Fear
None
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Spoiler:
Sightless Starvation
None
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

Spoiler:
Holy Word Trap
None
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

Spoiler:
Toxic Geyser
None
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.

Weapons
Spoiler:
Returning Throwing Axe +1
None
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 pro?cient with weapons, the dif?culty of this check is increased by 4.

Spoiler:
Axe of the Imperative
None
Weapon 5
Traits:
Axe
Melee
Slashing
Magic To Acquire:
Strength
Melee
Perception 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

Spoiler:
Venomous Heavy Crossbow +2
None
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spoiler:
Spellsword +2
None
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

Spoiler:
Fate Blade
None
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spells
Spoiler:
Mistform
None
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Safety Bubble
None
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Augury
None
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Monstrous Physique
None
Spell 5
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

Spoiler:
Acid Splash
None
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.

Armors
Spoiler:
Mistmail
None
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Spoiler:
Bone Lamellar
None
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Shield Cloak
None
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Spoiler:
Shield of Fire Resistance
None
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Khamsin Coat
None
Armor 3
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Ring of Stony Flesh
None
Item 5
Traits:
Accessory
Magic To Acquire:
Strength
Melee 10
OR Constitution
Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.

Spoiler:
Glyphbane Gloves
None
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

Spoiler:
Bloodroot Poison
None
Item 3
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.

Spoiler:
Embalming Fluid
None
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.


Spoiler:
Staff of Minor Healing
None
Item 1
Traits:
Staff
Magic
Divine
Healing To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Allies
Spoiler:
Qasin
None
Ally 2
Traits:
Outsider
Psychopomp To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Sedja
None
Ally 3
Traits:
Animal To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Spoiler:
Maftet Hunter
None
Ally 4
Traits:
Sphinx
Maftet To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

Spoiler:
Osirion Ancestor
None
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Spoiler:
Kafar
None
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

Blessings
Spoiler:
Blessing of the Elements
None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of Ra
None
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Elements
None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
None
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 Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Tup/Grimsnik
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Uliah/Myrddin1209
Blessing of Maat
None
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Merisiel/Merisal
Blessing of Abadar
None
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 4 Blessings Deck Card 4 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 5 Uliah/Myrddin1209
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Merisiel/Merisal
Blessing of Osiris
None
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Tup/Grimsnik
Blessing of the Elements
None
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 Blessings Deck Card 8 Uliah/Myrddin1209
Blessing of the Ancients
None
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 Blessings Deck Card 9 Merisiel/Merisal
Blessing of Abadar
None
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Tup/Grimsnik
Blessing of the Ancients
None
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 Blessings Deck Card 11 Uliah/Myrddin1209
Blessing of Horus
None
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 12 Blessings Deck Card 12 Merisiel/Merisal
Blessing of the Lady of Graves
None
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Tup/Grimsnik
Blessing of Anubis
None
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Blessings Deck Card 14 Uliah/Myrddin1209
Blessing of Nethys
None
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 15 Blessings Deck Card 15 Merisiel/Merisal
Blessing of the Ancients
None
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 Blessings Deck Card 16 Tup/Grimsnik
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Uliah/Myrddin1209
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Merisiel/Merisal
Blessing of Bastet
None
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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Tup/Grimsnik
Blessing of the Ancients
None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Uliah/Myrddin1209
Blessing of the Elements
None
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 Blessings Deck Card 21 Merisiel/Merisal
Blessing of Isis
None
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Tup/Grimsnik
Blessing of Thoth
None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Uliah/Myrddin1209
Blessing of the Elements
None
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.

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 6 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Five-Pointed Sun Card 1:
Elder Ifreeti
None
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Five-Pointed Sun Card 2:
Rukh
None
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Five-Pointed Sun Card 3:
Lightning Storm
None
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Five-Pointed Sun Card 4:
Shocking Chest
None
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.
Five-Pointed Sun Card 5:
Shaitan Ghul
None
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Five-Pointed Sun Card 6:
Bonestorm
None
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Five-Pointed Sun Card 7:
Elemental Arachnid
None
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Five-Pointed Sun Card 8:
Royal Naga
None
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Five-Pointed Sun Card 9:
Ghawwa
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.

Location #2: Guardian Vault
Closed
At This Location: If you move to this location you are dealt 2 Poison damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Sculptors Lair
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/Merisal, None

Location #5: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tup/Grimsnik, Uliah/Myrddin1209, None

Garden of Ossumentals Card 1 (Alchemist's Suit):
Alchemist's Suit
None
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Garden of Ossumentals Card 2 (Symbol of Pain):
Symbol of Pain
None
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Garden of Ossumentals Card 3 (Alchemist's Shield):
Alchemist's Shield
None
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Garden of Ossumentals Card 4:
Shocking Scimitar +2
None
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
Garden of Ossumentals Card 5:
Living Sandstorms
None
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Garden of Ossumentals Card 6:
Fiendish Sphinx
None
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Garden of Ossumentals Card 7:
Userib
None
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17
When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Garden of Ossumentals Card 8:
Elder Ice Elemental
None
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.

Location #6: Altar of Riddles
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


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

Merisiel joins her friends at the garden having discard blessing of the vaultmaster on Tups turn

An alchemists suit

craft 7: 1d6 + 3 + 1d4 ⇒ (4) + 3 + (3) = 10

it pretty enough but will pass to Tup

Shy Ratani what else is there

Ooh a spell Can you help with that of course you can

Shy adds 1d8 to checks to acquire int 9: 1d6 + 1 + 1d8 + 1d4 ⇒ (4) + 1 + (6) + (2) = 13

Here Ulliah have the spell scroll

Sand elemental what have you seen

con 6: 1d6 + 1d4 ⇒ (4) + (2) = 6

An alchemists shield I'll keep that

2d4 ⇒ (4, 4) = 8

Oh this is going to be fun

Shocking scimitar weapon 3 no great loss

Living sandstorm stealth 13: 1d12 + 6 + 1d8 + 1d4 ⇒ (5) + 6 + (4) + (2) = 17

Current Hand
Hand: Alchemists shield, red leathers, seeking shortbow +2, Blessing of maat, Vampiric Backsword,

Need to sort how people deal with the Living standstorm before dealing with next trigger


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Dex 13: 1d8 + 2 + 1d8 ⇒ (6) + 2 + (2) = 10 combat damage: 1d4 ⇒ 3 Discard Alchemist's Suit to prevent 3 damage and draw Scarab Buckler.


Tup, you should have an extra d8 since I'm here, and it's a trigger so you may not have failed. :)

Extra d8 for Tup: 1d8 ⇒ 1 Ok, not to self. Don't roll for other people.

Now for my check.

Watch Uliah fail a dex 13 check: 1d6 + 1d8 ⇒ (2) + (6) = 8 As expected.

Combat Damage: 1d4 ⇒ 1 Blocked by my Steel Ibis Lamellar.


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

Merisiel continues her triggerthon

Meets fiendish sphinx

recharges hand resets hand

Hand: Mask of the forgotten pharaoh, Zae, Ushabti of the willing servant, Adamantine Sai +2, Appleslayer, Swipe, Compass,

Fight warrior dolls with adamantine Sai +2 (again a weapon which laughs at the double veteran trait)

acrobatics 10: 1d12 + 6 + 1d4 + 2 ⇒ (6) + 6 + (2) + 2 = 16

Next on the triggerthon Is Userrib

arcane 7: 2d4 + 1d8 ⇒ (1, 4) + (4) = 9

reveal mask to add 2 to my wisdom check mindscape and blessing to be sure

wisdom 9: 4d4 + 2 ⇒ (3, 3, 2, 3) + 2 = 13

Discard zae to cold damage

Merisiel wrote:

Hand: Mask of the forgotten pharaoh, Ushabti of the willing servant, Adamantine Sai +2, Appleslayer, Swipe, Compass, Red carriage,

Displayed:
Deck: 9 Discard: 4 Buried: 1
Notes: Blessing available as is swipe
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 ([ ]+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: After building the location decks, shuffle a barrier into each location.
At the start of the scenario, any 1 character must replace his role card with the role card Mnesoset.
If you fail an attempt to close your location, you are dealt 1d4 Mental damage that cannot be reduced.
At the end of your turn, examine the top 2d4 cards of your location deck. If you examined exactly 1 barrier among these cards, you may attempt to close your location.
At the end of your turn, if the location Five-Pointed Sun is unoccupied, add a monster from the box to the top of that location deck. To win the scenario, close all of the locations.

Scenario Level (#): 5

Turn: 8, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

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

Spoiler:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

Spoiler:
Kalnaka
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.

Spoiler:
Scarab Swarm
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

Barriers
Spoiler:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item 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.

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

Spoiler:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

Spoiler:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

Spoiler:
Killing Box
MM
Barrier 5
Traits:
Obstacle
Trap
Magic
Arcane
Acid
To Defeat:
Intelligence
Knowledge
Perception 13
OR Disable 15
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

Weapons
Spoiler:
Frost Sling +1
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

Spoiler:
Thousand Stings Whip
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spoiler:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

Spoiler:
Galvanic Kopis +2
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

Spoiler:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Spells
Spoiler:
Detonate
MM
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Spoiler:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
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 13 check to recharge this card instead of discarding it.

Spoiler:
Monstrous Physique
MM
Spell 5
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

Spoiler:
Pillar of Life
MM
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Acute Senses
MM
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.

Armors
Spoiler:
Skyplate Armor
MM
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Craft
Divine 12
Reveal this card to reduce all damage dealt to you by 2.
Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

Spoiler:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Spoiler:
Falcon Crown
MM
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
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.

Items
Spoiler:
Canteen
MM
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

Spoiler:
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

Spoiler:
Chest of Keeping
MM
Item 5
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Knowledge
Wisdom 9
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

Spoiler:
Sunrod
MM
Item 4
Traits:
Staff
Attack
Alchemical To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

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

Allies
Spoiler:
Basif Iosep
MM
Ally 2
Traits:
Half-Elf
Shopkeeper
Aspis To Acquire:
Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.

Spoiler:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

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

Spoiler:
Osirion Ancestor
MM
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Spoiler:
Apprentice
MM
Ally 2
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

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

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

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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.

Top of Blessing Discard Pile:

Blessing of the Lady of Graves:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Uliah/Myrddin1209
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Merisiel/Merisal
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Uliah/Myrddin1209
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 Blessings Deck Card 5 Merisiel/Merisal
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Uliah/Myrddin1209
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 8 Merisiel/Merisal
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Tup/Grimsnik
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 10 Uliah/Myrddin1209
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 Blessings Deck Card 11 Merisiel/Merisal
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Tup/Grimsnik
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Blessings Deck Card 13 Uliah/Myrddin1209
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck 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 14 Blessings Deck Card 14 Merisiel/Merisal
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 15 Tup/Grimsnik
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. 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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Uliah/Myrddin1209
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Merisiel/Merisal
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. 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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Tup/Grimsnik
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 19 Uliah/Myrddin1209
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Merisiel/Merisal
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Tup/Grimsnik
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 22 Blessings Deck Card 22 Uliah/Myrddin1209
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Five-Pointed Sun
At This Location: When you end your turn at this location, each character at this location is dealt 1d4 Cold damage.
When Closing: Summon and defeat the henchman Kor-Ahn-Tuk.
When Permanently Closed: This location cannot be permanently closed unless all other locations are closed.
M: 7 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Five-Pointed Sun Card 1:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
Five-Pointed Sun Card 2:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Five-Pointed Sun Card 3:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Five-Pointed Sun Card 4:
Lightning Storm
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Five-Pointed Sun Card 5:
Shocking Chest
MM
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.
Five-Pointed Sun Card 6:
Shaitan Ghul
MM
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Five-Pointed Sun Card 7:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Five-Pointed Sun Card 8:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Five-Pointed Sun Card 9:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Five-Pointed Sun Card 10:
Ghawwa
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.

Location #2: Guardian Vault
Closed
At This Location: If you move to this location you are dealt 2 Poison damage.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #3: Garden of Symmetry
Closed
At This Location: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Sculptors Lair
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

Location #5: Garden of Ossumentals
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/Merisal, Tup/Grimsnik, Uliah/Myrddin1209, None

Location #6: Altar of Riddles
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


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

The hour is of the Lady of Graves.

Tup heads over to the Five Pointed Sun and is attacked by a Dark Stalker. Tup shakes his staff at the dark folk. Dark Staff: 1d6 + 1 ⇒ (1) + 1 = 2 Reveal and discard Corrosion to reduce combat value He then obliterates the Dark Stalker with blast of ice and fire. combat 12+5-2: 1d12 + 2d8 + 8 ⇒ (8) + (6, 5) + 8 = 27

EOT- Examine: 2d4 ⇒ (3, 1) = 4 Elder Ifreeti, Rukh, Lightning Storm, Shocking Chest

Recharge Ice and Fire 12: 1d12 + 5 ⇒ (8) + 5 = 13
Recharge Create Mindscape 11: 1d12 + 5 ⇒ (6) + 5 = 11

Cold Damage: 1d4 ⇒ 4 Recharge Scarab Buckler for 3 points of damage and discard Shattertouch Shotel +2 for last point of damage.

Tup wrote:

Hand: Staff of Dark Flame, Blessing of Osiris, Burglar's Buckler, Gem of Mental Acuity, Blessing of Lamashtu, Remove Curse, Might Gugmuff XXXII, Blessing of the Boss,

Displayed:
Deck: 14 Discard: 5 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available Die Bump x 2: availble. Recharges in order- Magnetic Grimoire, Blessing of Orsiris, Mythopeoic Sphinx; Blessings are available for use. Mighty Gugmuff is available for +1d4+3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [X] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [X] +2 [X] +3 [x ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size
Proficient with: Light Armor, Weapons, Heavy Armor
Powers:
Knowledge= Int +3; Perception= Wis +3
At the start of you turn or when your location deck is shuffled, you may exmine the top and bottom cards of your location deck.
You may recharge a card to ignore a power that happens when you examine a card.
For you combat check, you may discard a card or recharge an item to use your Arcane skill +2d8 and add the Attack, Bludgeoning and Magic traits. This counts as playing a spell.
When a character at your location defeats and would banish a barrier, you may shuffle it into a location deck.
At the end of the scenario, or if your character dies, replace this role card with your own.


It is the hour of Maat.

Time to join the party at the 5PS. I'll cast Symbol of Pain because why not. Then I'll explore the Elder Ifreeti.

I'll use my hammer and show off my shiny elemental friend.

Combat 19: 1d6 + 2d8 + 1d4 + 8 ⇒ (1) + (4, 7) + (2) + 8 = 22 Dead! I'll take a blessing as my reward since those are always useful. A Blessing of the Ancients. Oh well.

Well, might as well make use of it to take on that Rukh.

Combat 17: 1d6 + 1d8 + 1d4 + 8 ⇒ (4) + (3) + (3) + 8 = 18
Combat 17: 1d6 + 1d8 + 1d4 + 8 ⇒ (6) + (4) + (3) + 8 = 21

Dead. I'm going to stop here to hopefully set Merisiel up for the win. :)

Oh, but first Cold Damage.

Cold Damage: 1d4 ⇒ 1 Blocked by my armor.

And now my examines.

Examine: 2d4 ⇒ (1, 3) = 4 2 nasty monsters after the barriers, but no triggers.

Uliah wrote:

Hand: Golembane Hammer +2, Disrupting Warhammer +3, Major Cure, Shield Cloak, Sand Elemental, Steel Ibis Lamellar,

Displayed:
Deck: 10 Discard: 6 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Used"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
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 ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


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

Reveals appleslayer to recharge Zae

Merisiel encounters the lightning storm

Ends turn

2d4 ⇒ (4, 1) = 5

No triggers one barrier attempt to close by defeating gorgon mummy

Bya acrobatics 9: 1d12 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13

Ok combat 23

Discard swipe to reduce by 3 bury tips Lamashtu blessing bury ushabti to add d8 to my acrobatics check from revealing the sai also Ulliah s 1d8 vs undead

acrobatics 20: 3d12 + 6 + 2d8 + 1d4 + 2 ⇒ (1, 12, 7) + 6 + (7, 2) + (3) + 2 = 40

Swipe banished as it gets very cold


Thanks to the wise whispers echoing in your mind throughout the battle, your spells struck the divs squarely and your blades sliced through their flesh with ease. With Mnesoset as a guide, the beasts faded, and once again you find yourself staring at the underground door, wholly outside the strange mindscape.
Mnesoset might be gone, but the tunnel and locked hatch are still very much there. Before you can wonder what’s gone wrong, the runes covering the door begin to glow and change shape. With nary a screech, the door swings open. It’s time to find out what waits on the other side.

Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Life Lantern. At the end of each scenario, return the loot to the game box.
Each player chooses 1 of her Pathfinder Society RPG characters. That character gains a +2 bonus on Bluff, Diplomacy, Sense Motive, and Use Magic Device checks made to interact with the Jeweled Sages and those serving them, and with magic items associated with that organization

Cards Acquired:
Sand Elemental (Ally 5)
Burglar's Buckler (Armor 1)
Alchemist's Shield (Armor 2)
Alchemist's Suit (Armor 2)
Blessing of the Ancients (Blessing B)
Symbol of Pain (Spell 3)
Corrosion (Spell 2)
Shattertouch Shotel +2 (Weapon 4)

Uliah & Merisiel have completed their 3rd scenario in tier 5; Tup has completed his 5th. Since we're in the new rules, you each get a hero point for completing the scenario, which Uliah & Merisiel can use as a card feat if they choose.

Current hero points after 3-5C:
Tup: 3
Merisiel: 4
Uliah: 5

Current max feats:
Skill: 5 (6 for Tup)
Power: 6
Card: 6
Please ensure that you have no more feats of each type than listed and convert any extra feats to hero points (and let me know so I can update my notes please).


Ooh, the Life Lantern. I think I might want to start swapping for that. Margo, can you please post the text for it?

I'll take my card feat now. I'm going to go with spell, and I'll take my own Create Mindscape.

I wouldn't object to an ally 5 upgrade, but it's not critical. I'd likely use it on a 4 to be honest so if anyone else has something better to use it on, they can feel free to take it.


Upgrades for 3-5C:
Merisiel -> Ally 5, spent hero point on card feat
Tup -> gained hero point
Uliah -> spent hero point on card feat


3-5D: In Chaos, One Shall Reign
You didn’t exactly expect fireworks upon passing into the sky pyramid’s magically locked inner vault, but if you had, you’d have been sorely mistaken. Instead, it’s been nothing but miles of dark, dank passages, punctuated occasionally with collapsed ceilings that almost take your legs out from under you. As you snake through the ruins’ bowels, you detect no signs of any divs or usij cultists—or even the rogue Aspis agents, for that matter.
Still, you forge ahead. The gleaming spinel sage jewel reassures your course, even if an underlying twinge of malevolence makes all of you a little uneasy.
Up ahead, a pinpoint of fiery light grows into an obvious exit, and the tunnel suddenly widens into a cavernous, sconce-lit hall.
The place is breathtaking.
Built into the floor’s massive flags are four tiered kiosks, each with steps as large as a giant’s chair. Atop three of the kiosks are large, fiery runes lit up like stars in the night sky. In the middle of the entire array is a massive pit at least 60 feet deep, with sides steep enough that only the most gifted spelunker could get down safely.
You’d spend more time gawking at the place’s scale were it not for the chaos unfolding before you.
Scrambling up the fourth kiosk—the only one without a lit rune—are two distinct groups. The first is a group of robed figures you recognize as usij cultists, and the second is the Aspis leader Ridaiya Merai and several of her agents. Amid all the shoving and swearing, you gather that they’re fighting to activate the rune atop the final kiosk.
Until they spot you. The cultists just snarl, but Merai begins to laugh hysterically.
“Pathfinders! Fools!” the Aspis leader shouts, shoving a cultist’s face away from her own. “I suppose you want in on the fun, but you’ll never get to the top first!”

During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: When setting out locations, divide them into two groups as indicated. When adding henchmen, put the Group 1 ones into the group 1 locations and the Group 2 ones into the Group 2 locations.
Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except when moving.
When you move to a location in the other group, bury a card.
When you would defeat the henchman Aspis Commander, a character at your location summons and encounters the henchman Usij Cultist. If the Usij Cultist is defeated, the Aspis Commander is defeated, and you may immediately attempt to close the location the Aspis Commander came from. If the Usij Cultist is not defeated, the Aspis Commander is undefeated; move to a random Group 2 location.
To win the scenario, close all of the locations.

Additional Rules: Group 1: Dilapidated Plaza, Towering Obelisk, & Glass Pavilion
Group 2: Quarry & Sulfur Pits

Scenario Level (#): 5

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

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Group 1

Location #3: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Group 1

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Group 2

Location #5: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Group 2


Ghoul Market

Quickdraw Shield:

MM Armor 5
Traits: Shield Finesse Magic
To Acquire: Constitution Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card.
Aegis of Recovery:

MM Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Wisdom Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Parade Armor:

MM Armor 5
Traits: Light Armor Alchemical
To Acquire: Constitution Fortitude Charisma Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.
Skyplate Armor:

MM Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Craft Divine 12
Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.


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

Either Skyplate or aegis of recovery for me I will work side 2 Starting at the sulfur pits

Merisiel wrote:

Hand: Time bomb, Blessing of the ancients, Heister, Seeking shortbow +2, Swipe, Charm person, Blessing of Zon Kuthon,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 ([ ]+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: When setting out locations, divide them into two groups as indicated. When adding henchmen, put the Group 1 ones into the group 1 locations and the Group 2 ones into the Group 2 locations.
Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except when moving.
When you move to a location in the other group, bury a card.
When you would defeat the henchman Aspis Commander, a character at your location summons and encounters the henchman Usij Cultist. If the Usij Cultist is defeated, the Aspis Commander is defeated, and you may immediately attempt to close the location the Aspis Commander came from. If the Usij Cultist is not defeated, the Aspis Commander is undefeated; move to a random Group 2 location.
To win the scenario, close all of the locations.

Additional Rules: Group 1: Dilapidated Plaza, Towering Obelisk, & Glass Pavilion
Group 2: Quarry & Sulfur Pits

Scenario Level (#): 5

Turn: 1, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Vanth
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Spoiler:
Mummy Golem
MM
Monster 4
Traits:
Construct
Golem
Mummy
To Defeat:
Combat 18
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

Spoiler:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Spoiler:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.

Spoiler:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
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.

Barriers
Spoiler:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Spoiler:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Spoiler:
Lightning Storm
MM
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Spoiler:
Hungry Fog
MM
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

Spoiler:
Insanity Mist
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

Weapons
Spoiler:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spoiler:
Spellsword +2
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

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

Spoiler:
Returning Throwing Axe +1
MM
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 pro?cient with weapons, the dif?culty of this check is increased by 4.

Spoiler:
Shock Glaive +1
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Spells
Spoiler:
Jolting Portent
MM
Spell 5
Traits:
Magic
Divine
Attack
Electricity To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
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 12 check to recharge this card instead of discarding it.

Spoiler:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search their deck for a spell and draw it.
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 14 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
MM
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Elemental Skin
MM
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

Armors
Spoiler:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spoiler:
Silken Ceremonial Armor
MM
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

Spoiler:
Shield Cloak
MM
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Spoiler:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Burglar's Buckler
MM
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.

Items
Spoiler:
Game of Afterlife
MM
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.

Spoiler:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

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

Spoiler:
Cenovath
MM
Item 5
Traits:
Object
Magic
Mummy To Acquire:
Intelligence
Wisdom
Survival 14
Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

Spoiler:
Bottled Lightning
MM
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.

Allies
Spoiler:
Freed Soul
MM
Ally 5
Traits:
Undead
Incorporeal
Ghost To Acquire:
Charisma
Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

Spoiler:
Apprentice
MM
Ally 2
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Spoiler:
Marianix Karn
MM
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.

Spoiler:
Honaire
MM
Loot B
Type: Ally
Traits:
Undead
Phantom
Owner:
Estra To Acquire:
None
Put this card on top of your deck to draw a spell from your discard pile or add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
When you would discard this card as damage, recharge it instead.

Spoiler:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Blessings
Spoiler:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Spoiler:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

Spoiler:
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
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 Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. 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 non-blessing card that has the Gambling trait and draw it.

Top of Blessing Discard Pile:

Blessing of Bastet:
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. 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 non-blessing card that has the Gambling trait and draw it.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Uliah/Myrddin1209
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Merisiel/Merisal
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check 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 3 Blessings Deck Card 3 Tup/Grimsnik
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Uliah/Myrddin1209
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check 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 Blessings Deck Card 5 Merisiel/Merisal
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Tup/Grimsnik
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 7 Uliah/Myrddin1209
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; 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 Blessings Deck Card 8 Merisiel/Merisal
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 9 Tup/Grimsnik
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Uliah/Myrddin1209
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 11 Blessings Deck Card 11 Merisiel/Merisal
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; 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 Blessings Deck Card 12 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 Uliah/Myrddin1209
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 14 Blessings Deck Card 14 Merisiel/Merisal
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 15 Blessings Deck Card 15 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 Blessings Deck Card 16 Uliah/Myrddin1209
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Merisiel/Merisal
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. 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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 18 Blessings Deck Card 18 Tup/Grimsnik
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 19 Blessings Deck Card 19 Uliah/Myrddin1209
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 Blessings Deck Card 20 Merisiel/Merisal
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 Blessings Deck Card 21 Tup/Grimsnik
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 Blessings Deck Card 22 Uliah/Myrddin1209
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Merisiel/Merisal
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 Blessings Deck Card 24 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Uliah/Myrddin1209
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 26 Merisiel/Merisal
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 27 Blessings Deck Card 27 Tup/Grimsnik
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 28 Blessings Deck Card 28 Uliah/Myrddin1209
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 29 Blessings Deck Card 29 Merisiel/Merisal
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Tup/Grimsnik, Uliah/Myrddin1209, Group 1

Dilapidated Plaza Card 1:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Dilapidated Plaza Card 2:
Spite Cloud
MM
Spell 5
Traits:
Magic
Arcane
Attack
Acid To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
Dilapidated Plaza Card 3:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Dilapidated Plaza Card 4:
Canopic Wrap
MM
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Dilapidated Plaza Card 5:
Pakesket
MM
Ally 5
Traits:
Animal
Phoenix
Fire To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Dilapidated Plaza Card 6:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Dilapidated Plaza Card 7:
Aspis Commander
None
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth
Perception
Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
Dilapidated Plaza Card 8:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Dilapidated Plaza Card 9:
Mace of Ruin
MM
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Dilapidated Plaza Card 10:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Group 1

Towering Obelisk Card 1:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Towering Obelisk Card 2:
Galvanic Kopis +2
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
Towering Obelisk Card 3:
Aspis Commander
None
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth
Perception
Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
Towering Obelisk Card 4:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
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 15 check to recharge this card instead of discarding it.
Towering Obelisk Card 5:
Tarworks Master
MM
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.
Towering Obelisk Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Towering Obelisk Card 7:
Tar Tomb
MM
Barrier 5
Traits:
Obstacle
Magic
Acid
Fire
To Defeat:
Strength
Dexterity 14
OR Intelligence
Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Towering Obelisk Card 8:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Towering Obelisk Card 9:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item 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.
Towering Obelisk Card 10:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

Location #3: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Group 1

Glass Pavilion Card 1:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
Glass Pavilion Card 2:
Jet of Anubis
MM
Item 4
Traits:
Object
Magic
Anubis To Acquire:
Charisma
Diplomacy
Stealth 11
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
Recharge this card to add the Poison trait and 1d4 to your combat check.
Glass Pavilion Card 3:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Glass Pavilion Card 4:
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
Glass Pavilion Card 5:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Glass Pavilion Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Glass Pavilion Card 7:
Aspis Commander
None
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth
Perception
Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
Glass Pavilion Card 8:
Cenovath Swarm
MM
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
Glass Pavilion Card 9:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
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 15 check to recharge this card instead of discarding it.
Glass Pavilion Card 10:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Group 2

Quarry Card 1:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Quarry Card 2:
Falcon Crown
MM
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.
Quarry Card 3:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Quarry Card 4:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Quarry Card 5:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Quarry Card 6:
Maftet Hunter
MM
Ally 4
Traits:
Sphinx
Maftet To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
Quarry Card 7:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Quarry Card 8:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Quarry Card 9:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.
Quarry Card 10:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

Location #5: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/Merisal, Group 2

Sulfur Pits Card 1:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Sulfur Pits Card 2:
Find Traps
MM
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Sulfur Pits Card 3:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Sulfur Pits Card 4:
Osirion Ancestor
MM
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Sulfur Pits Card 5:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Sulfur Pits Card 6:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
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.
Sulfur Pits Card 7:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits Card 8:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Sulfur Pits Card 9:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
Sulfur Pits Card 10:
Ossumental Swarm
MM
Henchman 5
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 20
The Ossumental Swarm is immune to the Mental and Poison traits.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Starting Hand

Tup wrote:

Hand: Scarab Buckler, Magnetic Grimoire, Blessing of the Boss, Ice and Fire, Cauterize, Mighty Gugmuff XXXII, Staff of Dark Flame, Deliverance,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available Die Bump x 2: availble. Recharges in order- Magnetic Grimoire, Blessing of Orsiris, Mythopeoic Sphinx; Blessings are available for use. Mighty Gugmuff is available for +1d4+3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [X] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [X] +2 [X] +3 [x ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill + 1d8 + 1 and add the Attack, Fire and Magic traits. You count as playing a spell.
"When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage. [-4 if Scenario Card Deck is 4 or higher]
"
Reduce fire damage dealt to you by 1
When you banish a spell from your hand not for its power, draw a spell from the box.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

The hour is of Bastet.

Combat 9+5: 1d12 + 2d8 + 5 + 1d4 ⇒ (6) + (3, 8) + 5 + (2) = 24 playing Ice and Fire, revealing Magnetic Grimoire

EOT- Recharge Ice and Fire 12: 1d12 + 5 ⇒ (3) + 5 = 8

Tup wrote:

Hand: Scarab Buckler, Magnetic Grimoire, Blessing of the Boss, Cauterize, Mighty Gugmuff XXXII, Staff of Dark Flame, Deliverance,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available Hero Points X3: availble. Recharges in order- Deliverance, Blessing of the Boss; Blessings are available for use. Mighty Gugmuff is available for +1d4+3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [X] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [X] +2 [X] +3 [x ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill + 1d8 + 1 and add the Attack, Fire and Magic traits. You count as playing a spell.
"When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage. [-4 if Scenario Card Deck is 4 or higher]
"
Reduce fire damage dealt to you by 1
When you banish a spell from your hand not for its power, draw a spell from the box.


Here's my starting hand:

Uliah wrote:

Hand: Blessing of Abadar, Moutain Dog, Blessing of Nethys, Find Traps, Rift Warden, Golembane Hammer +2,

Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
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 ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.

It is the hour of the Elements.

Of course, I find a beautiful spell 5 that's arcane only. Spite Cloud. Tup, can I get a recharge? I'll bless it with my Nethys as well.

Int 12: 2d6 + 4 ⇒ (6, 5) + 4 = 15 Got it!

Mountain Dog to go again. Oh look, The Evil Eye. I'll go with Divine and reveal my Rift Warden for my power, plus it's a trigger.

Divine 16: 1d10 + 1d8 + 1d4 + 7 ⇒ (2) + (8) + (4) + 7 = 21 Defeated.

Stopping here. I'll discard Spite Cloud to get it out of my hand. Tup, I have a fistful of blessings and Find Traps if you need anything.

Uliah wrote:

Hand: Blessing of Abadar, Blessing of Sarenrae, Giantbane Curve Blade +3, Find Traps, Rift Warden, Golembane Hammer +2,

Displayed:
Deck: 13 Discard: 3 Buried: 0
"Notes: Remember, you get an extra d8 against banes with the Undead, Outsider, or Trigger trait at my location.
Deck Box Reroll: Available"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5 [x]6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
You may reveal a card that has the Mount trait ([x] or an ally) to add 1d4 ([x] +1) ([] +2) to your combat or Divine Check ([x] or to a combat check by another character at your location).
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 ([x] or to a check by a character at your location) against a bane that has the Undead ([x] or Outsider or Trigger) trait.
[] When another character at your location attempts a check, you may display a blessing or spell to add it's adventure deck number. Before you reset your hand ([] and at the start of your turn), draw the displayed card.
[] You may recharge a card that has the Divine trait to evade your encounter with a barrier ([] or bane) that does not have the Undead trait.
[] When you play a blessing that has the Sarenrae trait on a character's check, after the check, that character may shuffle a random card from his discard pile into his deck.


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

Recharge Deliverance for Uliah's check.


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

With Zon Kuthon in hand time to head to the quarry

She finds a dagger dex 12: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9

But she doesnt like the magic maybe she should ask a friend

Charm person buried soon to be banished

A freed soul wanders past but it is human company Merisiel needs she finds an Aspis apprentice

Whats ahead A falcon crown

con 10: 1d6 + 1d4 ⇒ (2) + (3) = 5

Ancients what blessings await

melee 10: 1d12 + 5 + 1d4 ⇒ (11) + 5 + (4) = 20

For the disrupting rapier i roll good Figures

Done for now

Merisiel wrote:

Hand: Time bomb, Disrupting rapier +1, Heister, Seeking shortbow +2, Swipe, Appleslayer, Blessing of Zon Kuthon,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [X2 ] +2 [X3 ]+3 [ X4]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d6 [X5 ] +1 [ ] +2
Craft Intelligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2
Die Bumps 0 1 used
Hand Size 5 [X2]6 [ X5 ]7
Proficient with: Light Armors, [X1] Weapons
Powers:
You may evade your encounter (□ If the encountered card has the Pirate or Swashbuckling trait, you may immediately explore again.)
If you are the only character at your location, you may recharge a card to add 1d6 ([X3]+1) (□+2) (□+3) 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
[R4] Add 1d4 ([ ]+1) to your non-combat check.
X4 When you acquire a card, you may give it to another character
□ When a character gives you a card on his turn, he may give you any number of cards.
□ When one or more plunder cards are stashed on your turn, you may stash an additional plunder card


Bale-Flame of Naughtiness Str 1d4; Dex 1d8+2 (Acrobatics Dex +2); Con 1d8; Int 1d6; Wis 1d4; Cha 1d12+4(Arcane Cha+1, Diplomacy Cha +2)

The hour is of Abadar.

Tup finds some torn wraps. Con 8: 1d8 ⇒ 1

Tup wrote:

Hand: Scarab Buckler, Magnetic Grimoire, Blessing of the Boss, Cauterize, Mighty Gugmuff XXXII, Staff of Dark Flame, Mythopeoic Sphinx,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: Available Hero Points X3: availble. Recharges in order- Deliverance, Blessing of the Boss; Blessings are available for use. Mighty Gugmuff is available for +1d4+3
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [X] +1 [X] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [X] +2 [X] +3 [x ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill + 1d8 + 1 and add the Attack, Fire and Magic traits. You count as playing a spell.
"When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage. [-4 if Scenario Card Deck is 4 or higher]
"
Reduce fire damage dealt to you by 1
When you banish a spell from your hand not for its power, draw a spell from the box.


During This Adventure: The scourge die is 1d8+1.
When you are dealt Acid, Electricity, or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

During This Scenario: When setting out locations, divide them into two groups as indicated. When adding henchmen, put the Group 1 ones into the group 1 locations and the Group 2 ones into the Group 2 locations.
Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except when moving.
When you move to a location in the other group, bury a card.
When you would defeat the henchman Aspis Commander, a character at your location summons and encounters the henchman Usij Cultist. If the Usij Cultist is defeated, the Aspis Commander is defeated, and you may immediately attempt to close the location the Aspis Commander came from. If the Usij Cultist is not defeated, the Aspis Commander is undefeated; move to a random Group 2 location.
To win the scenario, close all of the locations.

Additional Rules: Group 1: Dilapidated Plaza, Towering Obelisk, & Glass Pavilion
Group 2: Quarry & Sulfur Pits

Scenario Level (#): 5

Turn: 5, Uliah/Myrddin1209

Random Cards:

Monsters
Spoiler:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Spoiler:
Plasma Ooze
MM
Monster 5
Traits:
Ooze
Electricity
Fire
To Defeat:
Combat 20
The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
Before you act, succeed at a Strength 13 check or discard a weapon.

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

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

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

Spoiler:
Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Spoiler:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

Spoiler:
Toxic Geyser
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each 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.

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

Spoiler:
Shattertouch Shotel +2
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

Spoiler:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.

Spoiler:
Rod of the Devoured Dawn
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

Spoiler:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Spells
Spoiler:
Elemental Skin
MM
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Pillar of Life
MM
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Speak with Dead
MM
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

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

Armors
Spoiler:
Quickdraw Shield
MM
Armor 5
Traits:
Shield
Finesse
Magic To Acquire:
Constitution
Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.

Spoiler:
Falcon Crown
MM
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.

Spoiler:
Scarab Buckler
MM
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.

Spoiler:
Mystic Silk Coat
MM
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Spoiler:
Shield of Fire Resistance
MM
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Game of Afterlife
MM
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.

Spoiler:
Staff of Revelations
MM
Item 3
Traits:
Staff
Magic
Arcane To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

Spoiler:
Bird Feather Tokens
MM
Item 3
Traits:
Object
Magic To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

Spoiler:
Lottery Urn
MM
Item 1
Traits:
Object
Magic
Gambling To Acquire:
Wisdom 6
On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

Allies
Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Sophronia
MM
Ally 4
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check at your location.
Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
You may discard a card from the blessing deck to recharge this card instead of discarding it.

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

Spoiler:
Marianix Karn
MM
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.

Spoiler:
Stained Glass Elemental
MM
Ally B
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

Blessings
Spoiler:
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. 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 non-blessing card that has the Gambling trait and draw it.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Merisiel/Merisal
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 Tup/Grimsnik
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 Blessings Deck Card 3 Uliah/Myrddin1209
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; 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 4 Blessings Deck Card 4 Merisiel/Merisal
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 5 Tup/Grimsnik
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Uliah/Myrddin1209
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Merisiel/Merisal
Blessing of Wadjet
MM
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; 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 Blessings Deck Card 8 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Uliah/Myrddin1209
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 10 Blessings Deck Card 10 Merisiel/Merisal
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 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 11 Blessings Deck Card 11 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Uliah/Myrddin1209
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, 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 Blessings Deck Card 13 Merisiel/Merisal
Blessing of Bastet
MM
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. 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 non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 Tup/Grimsnik
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 15 Blessings Deck Card 15 Uliah/Myrddin1209
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 Blessings Deck Card 16 Merisiel/Merisal
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 Blessings Deck Card 17 Tup/Grimsnik
Blessing of Horus
MM
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or 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 Blessings Deck Card 18 Uliah/Myrddin1209
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 Merisiel/Merisal
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 Tup/Grimsnik
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 Uliah/Myrddin1209
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 Blessings Deck Card 22 Merisiel/Merisal
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Spoiler:
Blessings Deck Card 23 Blessings Deck Card 23 Tup/Grimsnik
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
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 Blessings Deck Card 24 Uliah/Myrddin1209
Blessing of Isis
MM
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Spoiler:
Blessings Deck Card 25 Blessings Deck Card 25 Merisiel/Merisal
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: 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: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Tup/Grimsnik, Uliah/Myrddin1209, Group 1

Dilapidated Plaza Card 1:
Pakesket
MM
Ally 5
Traits:
Animal
Phoenix
Fire To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Dilapidated Plaza Card 2:
Poison Spiked Pit Trap
MM
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Dilapidated Plaza Card 3:
Aspis Commander
None
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth
Perception
Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
Dilapidated Plaza Card 4:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Dilapidated Plaza Card 5:
Mace of Ruin
MM
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
Dilapidated Plaza Card 6:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

Location #2: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Group 1
Towering Obelisk Card 1:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Towering Obelisk Card 2:
Galvanic Kopis +2
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
Towering Obelisk Card 3:
Aspis Commander
None
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth
Perception
Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
Towering Obelisk Card 4:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
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 15 check to recharge this card instead of discarding it.
Towering Obelisk Card 5:
Tarworks Master
MM
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.
Towering Obelisk Card 6:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Towering Obelisk Card 7:
Tar Tomb
MM
Barrier 5
Traits:
Obstacle
Magic
Acid
Fire
To Defeat:
Strength
Dexterity 14
OR Intelligence
Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Towering Obelisk Card 8:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Towering Obelisk Card 9:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item 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.
Towering Obelisk Card 10:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

Location #3: Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Group 1
Glass Pavilion Card 1:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
Glass Pavilion Card 2:
Jet of Anubis
MM
Item 4
Traits:
Object
Magic
Anubis To Acquire:
Charisma
Diplomacy
Stealth 11
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
Recharge this card to add the Poison trait and 1d4 to your combat check.
Glass Pavilion Card 3:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Glass Pavilion Card 4:
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
Glass Pavilion Card 5:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Glass Pavilion Card 6:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.

If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.

After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

Glass Pavilion Card 7:
Aspis Commander
None
Henchman 5
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 22
OR Stealth
Perception
Diplomacy 13
If defeated by succeeding at a non-combat check, you may draw a card.
If undefeated, shuffle a barrier from the box into your location deck.
Glass Pavilion Card 8:
Cenovath Swarm
MM
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
Glass Pavilion Card 9:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
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 15 check to recharge this card instead of discarding it.
Glass Pavilion Card 10:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #4: Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Merisal, Group 2
Quarry Card 1:
Sky Pharaoh Guardian
MM
Henchman 5
Type: Monster
Traits:
Construct
To Defeat:
Combat 21
The Sky Pharaoh Guardian is immune to the Mental and Poison traits.
When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type:
1. Weapons
2. Spells
3. Armors
4. Items
5. Allies
6. Blessings
If defeated, you may immediately attempt to close the location this henchman came from.
Quarry Card 2:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Quarry Card 3:
Maftet Hunter
MM
Ally 4
Traits:
Sphinx
Maftet To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
Quarry Card 4:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Quarry Card 5:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Quarry Card 6:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.
Quarry Card 7:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

Location #5: Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Group 2
Sulfur Pits Card 1:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Sulfur Pits Card 2:
Find Traps
MM
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Sulfur Pits Card 3:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Sulfur Pits Card 4:
Osirion Ancestor
MM
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Sulfur Pits Card 5:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Sulfur Pits Card 6:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
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.
Sulfur Pits Card 7:
Blessing of the Elements
MM
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Sulfur Pits Card 8:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
Sulfur Pits Card 9:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
Sulfur Pits Card 10:
Ossumental Swarm
MM
Henchman 5
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 20
The Ossumental Swarm is immune to the Mental and Poison traits.
If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box.
If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.

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

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