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

Slight edit to last turn when moved by sandstorm drew mask of stolen mien banishing Kalanka. Used Mask to display SHira

It is the hour of the ancients

Recharge ptennib to examine a kalanka twice

Will fight said Kalanka with vampiric backsword and recharging shadow victim ring also shares undead trait mask of the stolen mien

combat22: 1d12 + 5 + 3d6 + 4 ⇒ (4) + 5 + (3, 3, 3) + 4 = 22

Close relaod backsword to recharge a card from discard

Ends turn cold damage: 1d4 ⇒ 4

recharge blessing of Maat

discard swipe and tablet of languges lost

Merisiel wrote:

Hand: Blessing of Zon Kuthon, Vampiric backsword, Ptemenib, Shadowvictim ring, Time bomb, Mask of the forgotten pharaoh, Seeking shortbow +2,

Displayed: Mask of the stolen mien, Shira (Outsider),
Deck: 3 Discard: 10 Buried: 1
Notes: Blessings 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


During This Adventure: The scourge die is 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of barriers from the box equal to the number of characters. Display the support card Defensive Stance next to the scenario.
When building the blessings deck, replace 5 blessings with Sandstorm villains.
Display the Mnesoset role card next to the scenario. On your turn, you may recharge a card to gain the powers on that role card until the end of your turn.
When you would return an examined boon to a location deck, instead banish it.
When a card from the siege deck is undefeated, a random character is dealt 1d6 Acid damage.
At the end of your turn, if the location Five-Pointed Sun exists and is unoccupied, add a monster from the box to the top of the siege deck.
To win the scenario, a location must be open while the siege deck is empty.

Scenario Level (#): 6

Turn: 13, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
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.

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.

Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
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:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

Barriers
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:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

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:
Thousand Suns
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

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.

Weapons
Spoiler:
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.

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.

Spoiler:
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.

Spoiler:
Staff of the Hooded Cobra
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all combat or Poison damage dealt to you to 0.

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.

Spells
Spoiler:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Safety Bubble
MM
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:
Safety Bubble
MM
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:
Deathgrip
MM
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.

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

Spoiler:
Khamsin Coat
MM
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.

Spoiler:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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:
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:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

Spoiler:
Scarab Sand
MM
Item 3
Traits:
Object
Alchemical
Mummy To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

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:
Mummified Cat
MM
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:
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.

Allies
Spoiler:
Pard
MM
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:
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:
Hippopotamus Mud Elemental
MM
Ally 6
Traits:
Elemental
Acid To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

Spoiler:
Library Curator
MM
Ally 3
Traits:
Human
Cleric To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

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.

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 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:
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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

Spoiler:
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.

Top of Blessing Discard Pile:

Blessing of Nethys:
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.

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Uliah/Myrddin1209
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
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 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 4 Blessings Deck Card 4 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 5 Blessings Deck Card 5 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 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 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 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 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 11 Blessings Deck Card 11 Merisiel/Merisal
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 Tup/Grimsnik
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 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 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 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 16 Blessings Deck Card 16 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 17 Blessings Deck Card 17 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.

Siege Deck
M: 4 Ba: 11 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Siege Deck Card 1:

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.
Siege Deck Card 2:

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.
Siege Deck Card 3:

Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Siege Deck Card 4:

Fiendish Sphinx
MM
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.
Siege Deck Card 5:

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.
Siege Deck Card 6:

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.
Siege Deck Card 7:

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.
Siege Deck Card 8:

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.
Siege Deck Card 9:

Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Siege Deck Card 10:

Usij Cultist
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.
Siege Deck Card 11:

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.

Siege Deck Card 12:

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.
Siege Deck Card 13:

Grave Goods
MM
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.

Siege Deck Card 14:

Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
Siege Deck Card 15:

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.
Siege Deck Card 16:

Hollow Serpent
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
Siege Deck Card 17:

Akvan
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.

Location #1: Eternal Arena
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 #2: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None

Hall of the Crocodile Kings Card 1:
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.
Hall of the Crocodile Kings Card 2:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Location #3: Hall of Winged Chaos
Closed
At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Shrine of the Infinite Void
At This Location: All damage dealt is Cold damage.
When Closing: Summon and defeat the henchman Queen Neferuset.
When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Tup/Grimsnik, None

Shrine of the Infinite Void Card 1:
Icy Prison
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Shrine of the Infinite Void Card 2:
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.
Shrine of the Infinite Void Card 3:
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.

Location #5: 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 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Location #6: Forgery of Ra
Closed
At This Location: At the end of your turn, you may draw an armor from your bury pile.
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 Nethys.

Tup moves to the Hall of the Crocodile Kings and draws in the power of Mnesoset. Recharge Sand Elemental

Tup plays his Samisen of Oracular Vision. #1- Corridor Dart Trap; #2- The Evil Eye- Recharge Mighty Gugmuff XXXII to ignore examine power; #3 Steel Scorpion

Tup maneuvers himself through the trap. Dex 18: 3d8 + 2 ⇒ (6, 5, 4) + 2 = 17 Re-roll 4: 1d6 + 13 ⇒ (5) + 13 = 18 Blessing of the Boss discarding Create Mindscape; Using T-shirt re-roll. Shuffling Corridor Dart Trap into Shrine of Infinite Void

EOT-
Recharge Safety Bubble since Eternal Arena was closed 13: 1d12 + 5 ⇒ (4) + 5 = 9

Tup wrote:

Hand: Magnetic Grimoire, Blessing of Lamashtu, Cloudburst, Staff of Dark Flame, Mythopeoic Sphinx, Volcanic Storm, Scarab Buckler,

Displayed: Safety Bubble,
Deck: 10 Discard: 5 Buried: 0
Notes: T-Shirt Re-roll: Used. Playmat: Available Hero Points X4: 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.

Siege Deck
Examined #2- The Evil Eye; #3- Steel Scorpion
#1- Corridor Dart Trap- Shuffled into Shrine of Infinite Void


It's a Sandstorm. Joy. Rolling for random moves.

Random location for Uliah: 1d6 ⇒ 3 => Hall of Winged Chaos=
Random location for Merisiel: 1d6 ⇒ 2 => Hall of Crocodile Kings
Random location for Tup: 1d6 ⇒ 4 => Shrine of the Infinite Void

I'll eat the curse from the Evil Eye to get rid of the card since I'll hopefully draw Restorative touch soon. Assuming the others examine the siege deck, the next card isn't a trigger so we should be ok.

Scourge: 1d10 ⇒ 1 Poisoning. No biggie.

I'll meet Merisiel at the Hall of Crocodile Kings. Then I'll cast Major Cure on her.

Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Divine Recharge 10: 1d10 + 1d4 + 9 ⇒ (2) + (2) + 9 = 13

Then I'll explore the Steel Scorpion. I'll go with Strength and will cast Find Traps. I'll also get a little Evangelist help.

Str 13: 3d6 + 3 ⇒ (5, 4, 1) + 3 = 13 Phew, cut that a little close.

Find Traps auto recharges.

Stopping here. Now for EOT shenanigans. Checking to see if anyone is at the 5PS to take damage. No. Ok. Recharging my Shield Cloak to move to the 5PS via Eagle Aerie. Checking the 5PS to see if anyone is there so we'd need to add a monster. Oh look, I am. No monster.

Uliah wrote:

Hand: Golembane Hammer +2, Quickdraw Shield, Giantbane Curve Blade +3, Evangelist, Restorative Touch, Blessing of the Everlight,

Displayed: Eagle Aerie,
Deck: 10 Discard: 4 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 [x]+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.

Now for the poisoning.

Random Card: 1d6 ⇒ 1 => Hammer. No big deal.

Now to cast Restorative Touch on myself.

Heal: 1d4 + 1 ⇒ (1) + 1 = 2
Divine Recharge 11: 1d10 + 1d4 + 9 ⇒ (1) + (4) + 9 = 14

Not ideal on the heal, but I mainly wanted the curse gone anyway. :)


During This Adventure: The scourge die is 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of barriers from the box equal to the number of characters. Display the support card Defensive Stance next to the scenario.
When building the blessings deck, replace 5 blessings with Sandstorm villains.
Display the Mnesoset role card next to the scenario. On your turn, you may recharge a card to gain the powers on that role card until the end of your turn.
When you would return an examined boon to a location deck, instead banish it.
When a card from the siege deck is undefeated, a random character is dealt 1d6 Acid damage.
At the end of your turn, if the location Five-Pointed Sun exists and is unoccupied, add a monster from the box to the top of the siege deck.
To win the scenario, a location must be open while the siege deck is empty.

Scenario Level (#): 6

Turn: 15, Merisiel/Merisal

Random Cards:

Monsters
Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

Spoiler:
Ubashki Swarm
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters 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:
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:
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.

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.

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:
Sightless Starvation
MM
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:
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.

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:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

Weapons
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:
Staff of the Hooded Cobra
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all combat or Poison damage dealt to you to 0.

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:
Dancing Scimitar +2
MM
Weapon 6
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

Spoiler:
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.

Spells
Spoiler:
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.

Spoiler:
Sands of Time
MM
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

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

Spoiler:
Canopic Conversion
MM
Spell 6
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
When you would discard this crd for its power; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Augury
MM
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:
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:
Advocate's Armor
MM
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.

Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Alchemist's Shield
MM
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.

Spoiler:
Alchemist's Suit
MM
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.

Items
Spoiler:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spoiler:
Evocation Staff
MM
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.

Spoiler:
Kohl of Uncanny Discernment
MM
Item B
Traits:
Accessory
Alchemical To Acquire:
Intelligence
Perception 6
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Spoiler:
Potion of Healing
MM
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:
Helpful Haversack
MM
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Allies
Spoiler:
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.

Spoiler:
Scribe
MM
Ally 4
Traits:
Human
Hireling To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Spoiler:
Hippopotamus Mud Elemental
MM
Ally 6
Traits:
Elemental
Acid To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

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.

Spoiler:
Tomb Artisan
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.

Blessings
Spoiler:
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:
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:
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 Abadar:
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.

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 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 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 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 4 Blessings Deck Card 4 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 5 Blessings Deck Card 5 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 6 Blessings Deck Card 6 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 7 Blessings Deck Card 7 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 8 Blessings Deck Card 8 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 9 Blessings Deck Card 9 Merisiel/Merisal
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 Tup/Grimsnik
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 11 Blessings Deck Card 11 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 12 Blessings Deck Card 12 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 13 Blessings Deck Card 13 Tup/Grimsnik
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 14 Blessings Deck Card 14 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 15 Blessings Deck Card 15 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.

Siege Deck
M: 4 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Siege Deck Card 1:

Fiendish Sphinx
MM
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.
Siege Deck Card 2:

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.
Siege Deck Card 3:

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.
Siege Deck Card 4:

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.
Siege Deck Card 5:

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.
Siege Deck Card 6:

Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Siege Deck Card 7:

Usij Cultist
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.
Siege Deck Card 8:

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.

Siege Deck Card 9:

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.
Siege Deck Card 10:

Grave Goods
MM
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.

Siege Deck Card 11:

Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
Siege Deck Card 12:

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.
Siege Deck Card 13:

Hollow Serpent
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
Siege Deck Card 14:

Akvan
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.

Location #1: Eternal Arena
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 #2: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Hall of the Crocodile Kings Card 1:
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.
Hall of the Crocodile Kings Card 2:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Location #3: Hall of Winged Chaos
Closed
At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Shrine of the Infinite Void
At This Location: All damage dealt is Cold damage.
When Closing: Summon and defeat the henchman Queen Neferuset.
When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Tup/Grimsnik, None

Shrine of the Infinite Void Card 1:
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.
Shrine of the Infinite Void Card 2:
Icy Prison
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Shrine of the Infinite Void Card 3:
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.
Shrine of the Infinite Void Card 4:
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.

Location #5: 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 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None

Location #6: Forgery of Ra
Closed
At This Location: At the end of your turn, you may draw an armor from your bury pile.
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 the elf shadow Drew mask of stolen mien into hand on move andheals up thanks to Ulliahs spell

Healing sai blessing of the vaultmaster ushabti and social climber

Recharge Ptenmenib

examine siege deck

Fiendish Sphinx

Recharge hand

Reset hand drawing heister blessing of maat and ptemnib and healed cards above

Merisiel wrote:

Hand: Social climber, Adamantine Sai +2, Heister, Ushabti of the willing servant, Blessing of maat, Blessing of the vaultmaster, Ptemenib,

Displayed: Mask of the stolen mien, Shira (Outsider),
Deck: 7 Discard: 6 Buried: 1
Notes: Blessings 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

Revealing adamantine Sai to ignore veteran increase and fight dolls with acrobatics

acrobatics 10: 1d12 + 6 + 1d4 + 2 ⇒ (1) + 6 + (3) + 2 = 12

Second examine the five pointed star

Explore and encounter the fiendish Sphinx

Recharge Heister
Recharge blessing of the vaultmaster

intelligence 12: 3d6 + 1 + 1d12 + 1d4 ⇒ (5, 5, 4) + 1 + (4) + (1) = 20

Merisiel Defeats the sphinx with the aid of the heister who pick up a lovely effigy of Anubis

Merisiel wrote:

Hand: Mask of the forgotten pharaoh, Adamantine Sai +2, Effigy of Anubis, Ushabti of the willing servant, Blessing of maat, Social Climber, Ptemenib,

Displayed:
Deck: 10 Discard: 6 Buried: 1
Notes: Blessings 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


During This Adventure: The scourge die is 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of barriers from the box equal to the number of characters. Display the support card Defensive Stance next to the scenario.
When building the blessings deck, replace 5 blessings with Sandstorm villains.
Display the Mnesoset role card next to the scenario. On your turn, you may recharge a card to gain the powers on that role card until the end of your turn.
When you would return an examined boon to a location deck, instead banish it.
When a card from the siege deck is undefeated, a random character is dealt 1d6 Acid damage.
At the end of your turn, if the location Five-Pointed Sun exists and is unoccupied, add a monster from the box to the top of the siege deck.
To win the scenario, a location must be open while the siege deck is empty.

Scenario Level (#): 6

Turn: 16, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.

Spoiler:
Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.

Spoiler:
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.

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:
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.

Barriers
Spoiler:
Sightless Starvation
MM
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:
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.

Spoiler:
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.

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

Weapons
Spoiler:
Chakram of Ruin
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

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:
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.

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:
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:
Augury
MM
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:
Symbol of Pain
MM
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.

Spoiler:
Sands of Time
MM
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

Spoiler:
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.

Armors
Spoiler:
Day Star Half-Plate
MM
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.

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

Spoiler:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

Spoiler:
Tooled Crocodile Skin
MM
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:
Alchemist's Shield
MM
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.

Items
Spoiler:
Tears of Death
MM
Item 6
Traits:
Liquid
Poison
Alchemical To Acquire:
Intelligence
Craft 13
Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.

Spoiler:
Ring of the Godless
MM
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:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Spoiler:
Potion of Energy Resistance
MM
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:
Necklace of Fireballs
MM
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:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

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

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

Spoiler:
Neb-at
MM
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:
Fortune-Teller
MM
Ally 6
Traits:
Human
Oracle To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Blessings
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 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:
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:
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 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.

Top of Blessing Discard Pile:

Blessing of the Ancients:
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.

Blessings Remaining: 14

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 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 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 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 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 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
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 Tup/Grimsnik
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 10 Blessings Deck Card 10 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 11 Blessings Deck Card 11 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 12 Blessings Deck Card 12 Tup/Grimsnik
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 13 Blessings Deck Card 13 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 14 Blessings Deck Card 14 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.

Siege Deck
M: 4 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Siege Deck Card 1:

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.
Siege Deck 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.
Siege Deck Card 3:

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.
Siege Deck Card 4:

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.
Siege Deck Card 5:

Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Siege Deck Card 6:

Usij Cultist
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.
Siege Deck Card 7:

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.

Siege Deck Card 8:

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.
Siege Deck Card 9:

Grave Goods
MM
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.

Siege Deck Card 10:

Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
Siege Deck Card 11:

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.
Siege Deck Card 12:

Hollow Serpent
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
Siege Deck Card 13:

Akvan
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.

Location #1: Eternal Arena
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 #2: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Hall of the Crocodile Kings Card 1:
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.
Hall of the Crocodile Kings Card 2:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Location #3: Hall of Winged Chaos
Closed
At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Shrine of the Infinite Void
At This Location: All damage dealt is Cold damage.
When Closing: Summon and defeat the henchman Queen Neferuset.
When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Tup/Grimsnik, None

Shrine of the Infinite Void Card 1:
Icy Prison
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Shrine of the Infinite Void Card 2:
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.
Shrine of the Infinite Void Card 3:
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.
Shrine of the Infinite Void Card 4:
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.

Location #5: 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 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None

Location #6: Forgery of Ra
Closed
At This Location: At the end of your turn, you may draw an armor from your bury pile.
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 Ancients.

Tup moves to the 5PS and spots a Holy Word Trap. Perception 13: 2d4 + 1d8 + 3 ⇒ (3, 4) + (6) + 3 = 16 Recharge Mythopeoic Sphinx to gain Mnesoset. Discard Blessing of Lamashtu to be blessed.

EOT- Recharge Magnetic Grimoire to move back to Shrine of the Infinite Void.

Tup wrote:

Hand: Cauterize, Deliverance, Cloudburst, Staff of Dark Flame, Gem of Mental Acuity, Volcanic Storm, Scarab Buckler,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: T-Shirt Re-roll: Used. Playmat: Available Hero Points X4: 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.


It is the hour of the Elements.

Well, all that healing and moving last time has me pretty tired, but I think I'll start by heading to Forgery of Ra.

Let's see what I find today. An Elder Ifreeti. Well, that's fun. I'll use my Curve Blade and the Evangelist will help too.

Combat 19: 1d6 + 1d10 + 1d8 + 1d4 + 9 ⇒ (5) + (6) + (7) + (4) + 9 = 31 Dead!

And it gives me a present. I think I'll choose a blessing since we could probably use one about now. A Blessing of Maat. That's actually pretty useful. Feel free to claim it if you need it.

I'll stop here. I'm going to do the usual Eagle Aerie move shenagins by recharging my Everlight and moving back to the 5PS.

Uliah wrote:

Hand: Find Traps, Quickdraw Shield, Giantbane Curve Blade +3, Evangelist, Blessing of Maat, Shield Cloak,

Displayed: Eagle Aerie,
Deck: 13 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 [x]+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

It is the hour of the ancients

Merisiel Sees her friends criss crossing the locations and smiles to herself. All theis moving about. She explores the halls of the crocodile kings and finds a Hanshepsu construct

1d4 ⇒ 4

It manages to step on her vampiric backsword With a silent scream in side Merisiel sets about the construct with her sai Asking Ptemnib to act as a distraction and using ushabti to help her out too

acrobatics: 1d12 + 6 + 1d4 + 2 + 1d6 + 1 + 1d8 ⇒ (4) + 6 + (4) + 2 + (3) + 1 + (8) = 28

discard ushabti craft 8: 1d6 + 3 + 2 + 1d4 ⇒ (2) + 3 + 2 + (2) = 9 (revealing mask of forgotten pharaoh)

Discard social climber to encounter Telekinetic Enucliation

disable 16: 1d12 + 6 + 1d4 ⇒ (10) + 6 + (4) = 20

Nasty trap defeated Was hoping to defeaet something undead to heal with the effigy.

Merisiel wrote:

Hand: Mask of the forgotten pharaoh, Adamantine Sai +2, Effigy of Anubis, Blessing of Zon Kuthon, Blessing of maat, Mask of the stolen mien, Time bomb,

Displayed:
Deck: 5 Discard: 8 Buried: 2
Notes: Blessings 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


During This Adventure: The scourge die is 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of barriers from the box equal to the number of characters. Display the support card Defensive Stance next to the scenario.
When building the blessings deck, replace 5 blessings with Sandstorm villains.
Display the Mnesoset role card next to the scenario. On your turn, you may recharge a card to gain the powers on that role card until the end of your turn.
When you would return an examined boon to a location deck, instead banish it.
When a card from the siege deck is undefeated, a random character is dealt 1d6 Acid damage.
At the end of your turn, if the location Five-Pointed Sun exists and is unoccupied, add a monster from the box to the top of the siege deck.
To win the scenario, a location must be open while the siege deck is empty.

Scenario Level (#): 6

Turn: 19, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Graven Guardian of Set
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 21
The Graven Guardian of Set is immune to the Mental and Poison traits.
If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

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:
Bonecrusher Chieftain
MM
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.

Spoiler:
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.

Spoiler:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Barriers
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:
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer scourge Curse of Blindness.

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:
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.

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.

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:
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:
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.

Spoiler:
Chakram of Ruin
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

Spoiler:
Chakram of Ruin
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

Spells
Spoiler:
Commune
MM
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

Spoiler:
Safety Bubble
MM
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:
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:
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:
Canopic Conversion
MM
Spell 6
Traits:
Magic
Arcane
Divine
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
When you would discard this crd for its power; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Armors
Spoiler:
Mistmail
MM
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:
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:
Hide Armor of Fire Resistance
MM
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.

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

Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
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:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.

Spoiler:
Potion of Healing
MM
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:
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:
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.

Spoiler:
Scribe
MM
Ally 4
Traits:
Human
Hireling To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

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:
Zereletan
MM
Ally 4
Traits:
Aberration
Naga To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.

Spoiler:
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.

Blessings
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 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 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:
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 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 the Elements:
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.

Blessings Remaining: 11

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 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 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 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 4 Blessings Deck Card 4 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 5 Blessings Deck Card 5 Merisiel/Merisal
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Tup/Grimsnik
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
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 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 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 10 Blessings Deck Card 10 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 11 Blessings Deck Card 11 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.

Siege Deck
M: 2 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2
Siege Deck Card 1:

Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Siege Deck Card 2:

Usij Cultist
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.
Siege Deck Card 3:

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.

Siege Deck 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.
Siege Deck Card 5:

Grave Goods
MM
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.

Siege Deck Card 6:

Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
Siege Deck Card 7:

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.
Siege Deck Card 8:

Hollow Serpent
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
Siege Deck Card 9:

Akvan
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.

Location #1: Eternal Arena
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 #2: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Hall of the Crocodile Kings Card 1:
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.
Hall of the Crocodile Kings Card 2:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Location #3: Hall of Winged Chaos
Closed
At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Shrine of the Infinite Void
At This Location: All damage dealt is Cold damage.
When Closing: Summon and defeat the henchman Queen Neferuset.
When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Tup/Grimsnik, None

Shrine of the Infinite Void Card 1:
Icy Prison
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Shrine of the Infinite Void Card 2:
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.
Shrine of the Infinite Void Card 3:
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.
Shrine of the Infinite Void Card 4:
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.

Location #5: 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 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None

Location #6: Forgery of Ra
Closed
At This Location: At the end of your turn, you may draw an armor from your bury pile.
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 Elements.

Tup moves to the 5PS and deflects a curse.

Wisdom 16: 1d12 + 1d8 ⇒ (12) + (3) = 15 Recharge Gem of Mental Acuity, and using Uliah's trigger boost, requesting someones Blessing of Maat to succeed in check.

EOT- Recharge Deliverance to move back to Shrine of Infinite Void

Tup wrote:

Hand: Cauterize, Augury , Cloudburst, Staff of Dark Flame, Monkey, Volcanic Storm, Scarab Buckler,

Displayed:
Deck: 10 Discard: 6 Buried: 0
Notes: T-Shirt Re-roll: Used. Playmat: Available Hero Points X4: 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.


It is the hour of the Ancients.

Tup, you can have my Maat. I need to cycle cards anyway. :)

Then I'll go join Tup at the Shrine of the Infinite Void.

And now to find today's nastiness. Oh look, it's my old friend the Usij Cultist. Great. First to pick a damage type.

Damage Type: 1d6 ⇒ 3 => Electricity

Ok, now to kill it. I auto the Divine Check with my Evangelist. For the combat, I'll use my curve blade.

Combat 20: 1d10 + 1d6 + 1d4 + 9 ⇒ (7) + (4) + (2) + 9 = 22 Perfect!

I'm going to stop here, but assume the usual EOT dance with Eagle Aerie powered by recharging my shield cloak so I'll end at the 5PS.

Uliah wrote:

Hand: Find Traps, Quickdraw Shield, Giantbane Curve Blade +3, Evangelist, Fire Snake, Hand of the Honest Man,

Displayed: Eagle Aerie,
Deck: 12 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 [x]+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 1d10.
When  you  are  dealt  Acid,  Electricity,  or  Fire  damage,  if  that  damage is neither reduced to 0 nor reduced by at least 2, suffer  the scourge Curse of the Mummy.

During This Scenario: When  building  the  location  decks,  set  aside  the  henchmen,  monsters,  and  barriers,  then  shuffle  them  into  a  siege  deck.  Shuffle into the siege deck a number of barriers from the box  equal  to  the  number  of  characters.  Display  the  support  card  Defensive Stance next to the scenario.
When  building  the  blessings  deck,  replace  5  blessings  with  Sandstorm villains.
Display the Mnesoset role card next to the scenario. On your turn,  you may recharge a card to gain the powers on that role card until  the end of your turn.
When you would return an examined boon to a location deck,  instead banish it.
When a card  from the siege deck is undefeated, a random character is dealt 1d6 Acid dam age.
At the end of your turn, if the location Five-Pointed Sun exists and is uno ccupied, add a monster from the box to the top of the siege deck.
To win the scenario, a location must be open while the siege deck  is empty.

Scenario Level (#): 6

Turn: 21, Merisiel/Merisal

Random Cards:

Monsters
Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

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.

Spoiler:
Bonecrusher Chieftain
MM
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.

Spoiler:
Coffer Corpse
MM
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

Barriers
Spoiler:
Thousand Suns
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

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.

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:
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.

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.

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:
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:
Chakram of Ruin
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

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.

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.

Spells
Spoiler:
Commune
MM
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

Spoiler:
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:
Ride the Lightning
MM
Spell 6
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 15
Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard 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:
Corrosion
MM
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.

Armors
Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Gravewatcher Chain Mail
MM
Armor 6
Traits:
Light Armor
Magic
Pharasma To Acquire:
Constitution
Fortitude
Wisdom
Divine 13
Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
Reveal this card to reduce all damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, recharge this card to examine the top card of 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:
Clawhand Shield
MM
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:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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

Spoiler:
Evocation Staff
MM
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.

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.

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

Spoiler:
Sand Elemental
MM
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:
Stone Weasel
MM
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:
Mad Dog Marrn
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.

Spoiler:
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.

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 Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

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 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:
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 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: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 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 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 Merisiel/Merisal
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Tup/Grimsnik
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 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 6 Blessings Deck Card 6 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 7 Blessings Deck Card 7 Tup/Grimsnik
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 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 9 Blessings Deck Card 9 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.

Siege Deck
M: 2 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Siege Deck Card 1:

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.

Siege Deck Card 2:

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.
Siege Deck Card 3:

Grave Goods
MM
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.

Siege Deck Card 4:

Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
Siege Deck Card 5:

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.
Siege Deck Card 6:

Hollow Serpent
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
Siege Deck Card 7:

Akvan
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.

Location #1: Eternal Arena
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 #2: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Hall of the Crocodile Kings Card 1:
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.
Hall of the Crocodile Kings Card 2:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Location #3: Hall of Winged Chaos
Closed
At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Shrine of the Infinite Void
At This Location: All damage dealt is Cold damage.
When Closing: Summon and defeat the henchman Queen Neferuset.
When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Tup/Grimsnik, None

Shrine of the Infinite Void Card 1:
Icy Prison
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Shrine of the Infinite Void Card 2:
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.
Shrine of the Infinite Void Card 3:
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.
Shrine of the Infinite Void Card 4:
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.

Location #5: 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 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None

Location #6: Forgery of Ra
Closed
At This Location: At the end of your turn, you may draw an armor from your bury pile.
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 explores and finds our old friend the rolling sphere

No one else here

disable 9: 1d12 + 6 + 1d4 ⇒ (7) + 6 + (4) = 17

Now the after you act I dont think I can use time bomb to ignore it so I think it gets shuffled into location deck 1d2 ⇒ 2

Goes into shrine of the infinite void (not 5point star and not my locations as it is random other)

Merisiel wrote:

Hand: Mask of the forgotten pharaoh, Adamantine Sai +2, Effigy of Anubis, Blessing of Zon Kuthon, Blessing of maat, Mask of the stolen mien, Time bomb,

Displayed:
Deck: 5 Discard: 8 Buried: 2
Notes: Blessings 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


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 moves to the 5PS and spots some captives. Recharge Augury to gain role card. Tup and Uliah auto succeed on checks. Move Eternal Captives to Hall of the Crocodile Kings. Discard Monkey to explore.

Dex 12: 4d8 + 2 ⇒ (2, 1, 1, 4) + 2 = 10 Dex 12: 4d8 + 2 ⇒ (7, 5, 2, 5) + 2 = 21 Using Uliah's Find Traps. Spending Hero Point to re-roll dice. Draw spell from box- Commune.

EOT- Recharge Commune to move back to Shrine of the Infinite Void.

Tup wrote:

Hand: Cauterize, Ice and Fire, Cloudburst, Staff of Dark Flame, Blessing of the Spellbound, Volcanic Storm, Scarab Buckler,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Notes: T-Shirt Re-roll: Used. 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.


Casting Find Traps for Tup and auto recharging it.

It is the hour of Wadjet.

I'll join Tup at the Shrine of the Infinite Void.

Exploring to find Ammut. Sorry Tup, we just got hit with 1d4 fire damage.

Fire Damage: 1d4 ⇒ 4 Oh, ouch. I'll recharge Fire Snake to power the shield and then will take the shield and Hand of the Honest Man as damage.

Now to kill it. Curve blade + evangelist will have do it. Actually, Tup, can I get a recharge too?

Combat 24: 1d6 + 1d10 + 1d8 + 1d4 + 13 ⇒ (5) + (7) + (7) + (2) + 13 = 34 Wow, that was a good roll...

Ok, well stopping here after that mess.

Recharging my Evangelist to move back to the 5PS with the usual Eagle Aerie fun.

Uliah wrote:

Hand: Golembane Hammer +2, Cloudburst, Giantbane Curve Blade +3, Disrupting Warhammer +3, Blessing of Nethys, Major Cure,

Displayed: Eagle Aerie,
Deck: 10 Discard: 5 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 [x]+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 Scarab Buckler to reduce fire damage by 3. Tup's power reduces the last point of fire damage to 0. Recharge Volcanic Storm for Uliah's check.

Tup wrote:

Hand: Cauterize, Ice and Fire, Cloudburst, Staff of Dark Flame, Blessing of the Spellbound,

Displayed:
Deck: 11 Discard: 7 Buried: 0
Notes: T-Shirt Re-roll: Used. 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 1d10.
When  you  are  dealt  Acid,  Electricity,  or  Fire  damage,  if  that  damage is neither reduced to 0 nor reduced by at least 2, suffer  the scourge Curse of the Mummy.

During This Scenario: When  building  the  location  decks,  set  aside  the  henchmen,  monsters,  and  barriers,  then  shuffle  them  into  a  siege  deck.  Shuffle into the siege deck a number of barriers from the box  equal  to  the  number  of  characters.  Display  the  support  card  Defensive Stance next to the scenario.
When  building  the  blessings  deck,  replace  5  blessings  with  Sandstorm villains.
Display the Mnesoset role card next to the scenario. On your turn,  you may recharge a card to gain the powers on that role card until  the end of your turn.
When you would return an examined boon to a location deck,  instead banish it.
When a card  from the siege deck is undefeated, a random character is dealt 1d6 Acid dam age.
At the end of your turn, if the location Five-Pointed Sun exists and is uno ccupied, add a monster from the box to the top of the siege deck.
To win the scenario, a location must be open while the siege deck  is empty.

Scenario Level (#): 6

Turn: 24, Merisiel/Merisal

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:
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.

Spoiler:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

Spoiler:
Bonecrusher Chieftain
MM
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.

Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

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:
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.

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.

Spoiler:
Thousand Suns
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

Spoiler:
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.

Weapons
Spoiler:
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.

Spoiler:
Sling Staff +2
MM
Weapon 6
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

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:
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.

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.

Spells
Spoiler:
Good Omen
MM
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
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.

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

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.

Armors
Spoiler:
Tooled Crocodile Skin
MM
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:
Clawhand Shield
MM
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:
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:
Mistmail
MM
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:
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.

Items
Spoiler:
Embalming Fluid
MM
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:
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.

Spoiler:
Necklace of Fireballs
MM
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.

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:
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.

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

Spoiler:
Azaz Arafe and Zazu
MM
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:
Mahga Threefingers
MM
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.

Blessings
Spoiler:
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:
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 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.

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:

Sandstorm:
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

Blessings Remaining: 6

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Tup/Grimsnik
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Spoiler:
Blessings Deck Card 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 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 4 Blessings Deck Card 4 Tup/Grimsnik
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 5 Blessings Deck Card 5 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 6 Blessings Deck Card 6 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.

Siege Deck
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1
Siege Deck Card 1:

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.
Siege Deck Card 2:

Hollow Serpent
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.
Siege Deck Card 3:

Akvan
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.

Location #1: Eternal Arena
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 #2: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/Merisal, None

Hall of the Crocodile Kings Card 1:
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.
Hall of the Crocodile Kings Card 2:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Hall of the Crocodile Kings Card 3:
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.

Location #3: Hall of Winged Chaos
Closed
At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Shrine of the Infinite Void
At This Location: All damage dealt is Cold damage.
When Closing: Summon and defeat the henchman Queen Neferuset.
When Permanently Closed: On closing, all characters at this location may flip their role cards and, if there are no feats checked on that side, check off the same number of feats as the previous role.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/Grimsnik, None

Shrine of the Infinite Void Card 1:
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.
Shrine of the Infinite Void Card 2:
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.
Shrine of the Infinite Void Card 3:
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.

Shrine of the Infinite Void Card 4:
Icy Prison
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Location #5: 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 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None

Location #6: Forgery of Ra
Closed
At This Location: At the end of your turn, you may draw an armor from your bury pile.
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

3d6 ⇒ (5, 2, 4) = 11 Merisiel Tup Ulliah

After findingherself at the 5 pointed star she moves to join Ulliah At the shrine of the infinite void

Ooh corridor Dart trap

disable 18: 2d12 + 6 + 1d4 ⇒ (11, 10) + 6 + (3) = 30 Discard blessing of Zon Kuthon

Ends turn Lets Ulliah do his thing

Merisiel wrote:

Hand: Mask of the forgotten pharaoh, Adamantine Sai +2, Effigy of Anubis, Seeking shortbow +2, Blessing of maat, Mask of the stolen mien, Time bomb,

Displayed:
Deck: 4 Discard: 9 Buried: 2
Notes: Blessings 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


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 more sand.

Tup/Uliah/Merisiel: 3d6 ⇒ (2, 3, 4) = 9
Tup- Hall of the Crocodile Kings- Barrier
Uliah- Hall of Winged Chaos- no cards
Merisiel- Shrine of the Infinite Void- Barrier

Tup moves to the Hall of Winged Chaos and summons a storm to cut off a Hollow Serpent. DC 16: 1d12 + 3d6 + 1d8 + 5 ⇒ (3) + (2, 4, 1) + (1) + 5 = 16 Playing Cloudburst ignoring BYA. Move to to Hall of Crocodile Kings using after the encounter you may move.

Recharge: 1d12 + 5 ⇒ (2) + 5 = 7

Tup wrote:

Hand: Cauterize, Ice and Fire, Sand Elemental, Staff of Dark Flame, Blessing of the Spellbound, Samisen of Oracular Vision, Mighty Gugmuff XXXII,

Displayed:
Deck: 11 Discard: 8 Buried: 0
Notes: T-Shirt Re-roll: Used. 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; Staff of Dark Flame
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.

Uliah moving back to 5PS at end of Tup's turn? Can reveal Staff of Dark Flame and recharge Mighty Gugmuff XXXII for +1d4+3; Reveal Staff of Dark Flame and discard Cauterize to reduce Combat Check DC by 1d6+1


I'll move to the 5PS at the end of both turns via Eagle Aerie. The Golembane Hammer will be recharged on Merisiel's turn, and I'll recharge the Disrupting Warhammer on Tup's turn.

It is the hour of the Ancients.

I'll join Tup at the Hall of Winged Serpents. Now, let's finish this. Akvan, I'm coming for you. I was going to go with Cloudburst to avoid the BYA but, after doing the math, I think the negatives are worse than avoiding it. So first, the Wisdom check. Tup, claiming a recharge to make it auto.

Wisdom 9: 1d10 + 8 ⇒ (2) + 8 = 10

For the Sepid, let's have Merisiel take it since it says any character. Oh look, it can be evaded. By Sepid.

Now for the combat. I'll discard my curve blade and use my Nethys. I'll also take Merisiel's bow (since that's freely per the conversion guide) and have Tup use the staff (since it's also now freely) and Mighty Gugmuff. I'll also take another Tup recharge.

Combat 35: 1d10 + 3d6 + 4d4 + 1d8 + 16 ⇒ (9) + (2, 4, 5) + (2, 3, 4, 1) + (4) + 16 = 50 Well, that's very dead.

We win!!!


Cultists and divs? In the Spinel Sage’s mindscape? You’ve gotten Mnesoset’s help before by entering her mindscape—her self-crafted sanctuary on the Astral Plane—but always to combat creatures that first threatened you in your own world, not to fend off monsters that entered her sacred place. Something terribly foul is going on. Now that the latent evil that penetrated Mnesoset’s mindscape has subsided, you’re hoping the sage herself might be able to shed some light on the situation.
It looks like the Spinel Sage has caught her breath, so it’s time to hear her answers!

Reward:
The party gets all boons remaining in location decks. Each character chooses spell, item, or blessing and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Cards Acquired:
Ptemenib (Ally 2)
Blessing of Maat (Blessing 2)
Blessing of Maat (Blessing 2)
Spellbottle (Item 3)
Effigy of Anubis (Item 3)
Acute Senses (Spell B)
Icy Prison (Spell 5)
Commune (Spell 1)


I'll take the Blessing 5 I drew for a Lady of the Graves. I could maybe consider a spell 5 for a second upgrade, but I'm not even sure I want it so you're welcome to it if you have a real upgrade, Tup. :)


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)

I'm thinking the Spell 6 and Item 3.


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

Item 5 (ring of regeneration) replacing riffle scrolls and spell 1 Good Omen replacing swipe (apparently swipe cant be combed with other spells under the new riles but +7 on a checks to acquire or close sounds good

Will now take the add 1d4+1 to non combat checks


I'll turn my hero point into a power feat to make it 1d4 + 2 on combat and divine when I reveal an ally.


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)

Hero Point- increasing Dex to +2

Swapping Augury with Icicle Swarm


Upgrades from 3-6A:
Tup -> Spell 6, Item 3, 1 hero point (used for skill feat)
Merisiel -> Item 5, Spell 1, 1 hero point (used for power feat)
Uliah -> Blessing 5, Spell 5, 1 hero point (used for power feat)


3-6B: Uncoiling the Snake
Now that the battle in Mnesoset’s mindscape has come to a blessed end—and the Spinel Sage herself has regained her signature stately composure—Mnesoset breathes the heavy sigh of a woman carrying a world-ending truth.
“Friends, I know you have questions,” Mnesoset says. She walks on shimmering stone over to an approximation of the mural from the pyramid’s pit. “But I should be brief—time is absolutely of the essence.
“You noted the mural at the bottom of this pit? It is confirmation of something I have long feared. That is, this pyramid was once the site of a powerfully evil cult of Ahriman. Legend told of such a cult that warred in Ancient Osirion with the sky pyramids’ masters. Ushers of Oblivion, the stories called them. It’s said that these ushers harnessed power from the Lord of all Divs himself and hid it away in a sky pyramid, waiting for the day they could use it to hijack one to terrible effect.”
The Spinel Sage begins to pace before you, her neatly braided hair swaying as her brow furrows with grave concern.
“With no real documentation to support those old stories, I had always discounted them. But what you saw today—the clear invocation of Ahriman, the evil energy jolting the pyramid to life, the divs tearing into my mindscape—it leaves no question. The cultists have awakened their lord’s power, and through them the fiend acts toward Osirion’s ruination. I would not be surprised if the one controlling the pyramid were actually possessed with the power of Ahriman!”
Mnesoset must sense your panic, because she gives you a tiny but calming smile before she points upward toward the spiraling column that disappears into the gloom.
Throughout the serpentine brass column you see a whorl of energies. The very stone pulses with a corrosive power, the baleful nature of Ahriman incarnate. Flashes of lightning, acid, and fire all lash out from the center of the very thing you must climb. Surely you see shadows of constructed monsters ready to erupt and thwart your ascent.
“You must defeat the ones piloting this pyramid, friends,” Mnesoset implores. “You must get up there and make this right!”

During This Adventure: The scourge die is 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
All characters start at the Sulfur Pits. When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
To win, close all of the locations.

Scenario Level (#): 6

Location #1: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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, Tup/Grimsnik, Uliah/Myrddin1209, None


I'll head to the armor trader. :)


Ghoul Market:

Horn Lamellar:

MM Armor 6
Traits: Light Armor
To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
Elemental Brass Mail:

MM Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14
Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Elemental Brass Mail:

MM Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14
Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.
Rhino Hide Armor:

MM Armor 6
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 12
Recharge this card to add a die to your Constitution or Fortitude non-combat check. Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.


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

Merisiel will visit but will pass on the armours Swapping out time bomb, Mask of the stolen mien, Red carriage and sages journal bringing back in compass and the ring of regeneration

As she sees value in travelling with Ullaih she will use Ring of shadow victim which she can recharge when someone else defeats a monster to explore

ANd she starts with all the weapons

Merisiel wrote:

Hand: Seeking Shortbow +2, Adamantine sai +2, Compass, Blessing of the ancients, Red leathers, Game of afterlife, Vampiric backsword,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Blessings 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 ([X ]+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


I'll take the Rhino Hide Armor and will swap Eagle Aerie for it since there's no 5PS this round, and there are weird movement rules that will make it less effective anyway.

Uliah wrote:

Hand: Hand of the Honest Man, Mountain dog, Blessing of the Everlight, Blessing of Sarenrae, Blessing of Maat, Disrupting Warhammer +3,

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 [x]+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) ([x] +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)

Bone Lamellar for Scarab Buckler
Mythopoeic Sphinx will replace Wand of Flying

Tup wrote:

Hand: Sand Elemental, Scarab Buckler, Ice and Fire, Samisen of Oracular Vision, Monkey, Might Gugmuff XXXII, Safety Bubble, Deliverance,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Used. 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; Staff of Dark Flame
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 1d10.
When  you  are  dealt  Acid,  Electricity,  or  Fire  damage,  if  that  damage is neither reduced to 0 nor reduced by at least 2, suffer  the scourge Curse of the Mummy.

During This Scenario: When setting out the locations, arrange them in a column in  the listed order  with Sulfur Pits at the bottom,  proceeding  upward with subsequent locations.
All characters start at the Sulfur Pits. When a character moves  upward, he moves only to the next upward open location, and  must succeed at a Strength 6 check or discard a card. 
If you are dealt damage that is not reduced to 0, move 1  location downward; if you are already at the bottom, instead  bury your discard pile.
To win, close all of the locations.

Scenario Level (#): 6

Turn: 1, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

Spoiler:
Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.

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:
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.

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.

Barriers
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:
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer scourge Curse of Blindness.

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:
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.

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

Weapons
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:
Glacial Hunga Munga
MM
Weapon 6
Traits:
Axe
Ranged
Piercing
Cold
Magic To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

Spoiler:
Staff of the Hooded Cobra
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all combat or Poison damage dealt to you to 0.

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:
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.

Spells
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:
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:
Mistform
MM
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:
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:
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.

Armors
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:
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.

Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Spoiler:
Mistmail
MM
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.

Items
Spoiler:
Wyvern Poison
MM
Item 5
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

Spoiler:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Spoiler:
Mummified Cat
MM
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:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

Spoiler:
Scarab Sand
MM
Item 3
Traits:
Object
Alchemical
Mummy To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

Allies
Spoiler:
Neb-at
MM
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:
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:
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:
Hearth Elemental
MM
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

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

Blessings
Spoiler:
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:
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:
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:
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

Spoiler:
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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Uliah/Myrddin1209
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 2 Blessings Deck Card 2 Merisiel/Merisal
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 3 Blessings Deck Card 3 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 4 Blessings Deck Card 4 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 5 Blessings Deck Card 5 Merisiel/Merisal
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 6 Blessings Deck Card 6 Tup/Grimsnik
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 Uliah/Myrddin1209
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 8 Blessings Deck Card 8 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.
Spoiler:
Blessings Deck Card 9 Blessings Deck Card 9 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 10 Blessings Deck Card 10 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 11 Blessings Deck Card 11 Merisiel/Merisal
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 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 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 14 Blessings Deck Card 14 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.
Spoiler:
Blessings Deck Card 15 Blessings Deck Card 15 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 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 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 18 Blessings Deck Card 18 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 19 Blessings Deck Card 19 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 20 Blessings Deck Card 20 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.
Spoiler:
Blessings Deck Card 21 Blessings Deck Card 21 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 22 Blessings Deck Card 22 Uliah/Myrddin1209
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 23 Blessings Deck Card 23 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 24 Blessings Deck Card 24 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 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 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 27 Blessings Deck Card 27 Tup/Grimsnik
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 28 Blessings Deck Card 28 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 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: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Hall of the Crocodile Kings 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.
Hall of the Crocodile Kings Card 2:
Zereletan
MM
Ally 4
Traits:
Aberration
Naga To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
Hall of the Crocodile Kings Card 3:
Necklace of Fireballs
MM
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.
Hall of the Crocodile Kings Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of the Crocodile Kings Card 5:
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.
Hall of the Crocodile Kings Card 6:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Hall of the Crocodile Kings Card 7:
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.
Hall of the Crocodile Kings Card 8:
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Hall of the Crocodile Kings Card 9:
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.

Hall of the Crocodile Kings Card 10:
Polymorph Gas
MM
Barrier 6
Traits:
Curse
Trap
Magic
Poison
To Defeat:
Constitution
Fortitude
Intelligence
Perception 14
If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Forgery of Ra Card 1:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Forgery of Ra Card 2:
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.
Forgery of Ra Card 3:
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.
Forgery of Ra Card 4:
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.
Forgery of Ra Card 5:
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.
Forgery of Ra 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.
Forgery of Ra Card 7:
Tomb Artisan
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.
Forgery of Ra Card 8:
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.
Forgery of Ra Card 9:
Brass Golem
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
Forgery of Ra Card 10:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

Location #3: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Scorched Obelisk Card 1:
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.
Scorched Obelisk Card 2:
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.
Scorched Obelisk Card 3:
Blast Glyph
MM
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.
Scorched Obelisk Card 4:
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.
Scorched Obelisk Card 5:
Thundercloud of Set
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk Card 6:
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.
Scorched Obelisk Card 7:
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.
Scorched Obelisk Card 8:
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.
Scorched Obelisk Card 9:
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.
Scorched Obelisk Card 10:
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.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Volcanic Vents Card 1:
Shocking Scimitar +2
MM
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.
Volcanic Vents 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.
Volcanic Vents Card 3:
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.
Volcanic Vents Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents Card 5:
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.
Volcanic Vents Card 6:
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.
Volcanic Vents Card 7:
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.
Volcanic Vents Card 8:
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.
Volcanic Vents Card 9:
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.
Volcanic Vents Card 10:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 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.

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, Tup/Grimsnik, Uliah/Myrddin1209, None
Sulfur Pits Card 1:
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.
Sulfur Pits Card 2:
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.
Sulfur Pits Card 3:
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.
Sulfur Pits 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.
Sulfur Pits Card 5:
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.
Sulfur Pits Card 6:
Azaz Arafe and Zazu
MM
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.
Sulfur Pits Card 7:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Sulfur Pits Card 8:
Nailah
MM
Henchman 6
Type: Monster
Traits:
Undead
Banshee
Incorporeal
Acid
To Defeat:
Combat 22
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 9:
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.
Sulfur Pits Card 10:
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.


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 Wadjet.

Tup casts a protective spell on the pits. Display Safety Bubble next to Sulfur Pits

Tup then plays a little song on his Samisen. Examine top three cards of Sulfur Pits- Guecubu, Dagger of Doubling and Vanth

Combat 15: 1d8 + 1d4 + 10 + 1d12 + 2d8 ⇒ (6) + (3) + 10 + (9) + (1, 3) = 32 Using Uliah's powers for +1d8 and reveal mount for +1d4+2. Playing Ice and Fire
AYA Scourge: 1d10 ⇒ 10 Curse of the Mummy
Discard Monkey to explore

Tup stretches out for the dagger but it falls into the pit. Dex: 1d8 + 3 ⇒ (2) + 3 = 5

EOT- Recharge Ice and Fire: 1d12 + 5 ⇒ (6) + 5 = 11

Tup wrote:

Hand: Sand Elemental, Scarab Buckler, Might Gugmuff XXXII, Deliverance, Icicle Swarm, Remove Curse, Create Mindscape,

Displayed: Safety Bubble, Curse of the Mummy,
Deck: 13 Discard: 2 Buried: 0
Notes: T-Shirt Re-roll: Used. 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; Staff of Dark Flame
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 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
All characters start at the Sulfur Pits. When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
To win, close all of the locations.

Scenario Level (#): 6

Turn: 2, Uliah/Myrddin1209

Random Cards:

Monsters
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:
Thunder Lizard
MM
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Spoiler:
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.

Spoiler:
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.

Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

Barriers
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:
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer scourge Curse of Blindness.

Spoiler:
Word of Ra
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

Spoiler:
Sightless Starvation
MM
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:
Grave Goods
MM
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.


Weapons
Spoiler:
Glacial Hunga Munga
MM
Weapon 6
Traits:
Axe
Ranged
Piercing
Cold
Magic To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

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:
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:
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:
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.

Spells
Spoiler:
Mistform
MM
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:
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.

Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Ice Storm
MM
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:
Volcanic Storm
MM
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade 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 13 check to recharge this card instead of discarding it.

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

Spoiler:
Horn Lamellar
MM
Armor 6
Traits:
Light Armor To Acquire:
Constitution
Fortitude 10
OR Intelligence
Craft 11
Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Khamsin Coat
MM
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.

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.

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

Spoiler:
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:
Scarab of Ptah
MM
Item 6
Traits:
Trigger
Object
Magic
Ptah To Acquire:
Constitution
Fortitude 12
When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

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:
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.

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

Spoiler:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

Spoiler:
Hippopotamus Mud Elemental
MM
Ally 6
Traits:
Elemental
Acid To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

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.

Spoiler:
Idorii
MM
Ally 1
Traits:
Half-Elf
Fighter To Acquire:
Melee
Charisma
Diplomacy 9
If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.

Blessings
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 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:
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 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:
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.

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: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 Merisiel/Merisal
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 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 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 4 Blessings Deck Card 4 Merisiel/Merisal
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 5 Blessings Deck Card 5 Tup/Grimsnik
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 Uliah/Myrddin1209
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 7 Blessings Deck Card 7 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.
Spoiler:
Blessings Deck Card 8 Blessings Deck Card 8 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 9 Blessings Deck Card 9 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 10 Blessings Deck Card 10 Merisiel/Merisal
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 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 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 13 Blessings Deck Card 13 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.
Spoiler:
Blessings Deck Card 14 Blessings Deck Card 14 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 15 Blessings Deck Card 15 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 16 Blessings Deck Card 16 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 17 Blessings Deck Card 17 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 18 Blessings Deck Card 18 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 19 Blessings Deck Card 19 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.
Spoiler:
Blessings Deck Card 20 Blessings Deck Card 20 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 21 Blessings Deck Card 21 Uliah/Myrddin1209
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 22 Blessings Deck Card 22 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 23 Blessings Deck Card 23 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 24 Blessings Deck Card 24 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 25 Blessings Deck Card 25 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 26 Blessings Deck Card 26 Tup/Grimsnik
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 27 Blessings Deck Card 27 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 28 Blessings Deck Card 28 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: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Hall of the Crocodile Kings 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.
Hall of the Crocodile Kings Card 2:
Zereletan
MM
Ally 4
Traits:
Aberration
Naga To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
Hall of the Crocodile Kings Card 3:
Necklace of Fireballs
MM
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.
Hall of the Crocodile Kings Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of the Crocodile Kings Card 5:
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.
Hall of the Crocodile Kings Card 6:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Hall of the Crocodile Kings Card 7:
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.
Hall of the Crocodile Kings Card 8:
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Hall of the Crocodile Kings Card 9:
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.

Hall of the Crocodile Kings Card 10:
Polymorph Gas
MM
Barrier 6
Traits:
Curse
Trap
Magic
Poison
To Defeat:
Constitution
Fortitude
Intelligence
Perception 14
If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Forgery of Ra Card 1:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Forgery of Ra Card 2:
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.
Forgery of Ra Card 3:
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.
Forgery of Ra Card 4:
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.
Forgery of Ra Card 5:
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.
Forgery of Ra 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.
Forgery of Ra Card 7:
Tomb Artisan
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.
Forgery of Ra Card 8:
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.
Forgery of Ra Card 9:
Brass Golem
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
Forgery of Ra Card 10:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

Location #3: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Scorched Obelisk Card 1:
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.
Scorched Obelisk Card 2:
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.
Scorched Obelisk Card 3:
Blast Glyph
MM
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.
Scorched Obelisk Card 4:
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.
Scorched Obelisk Card 5:
Thundercloud of Set
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk Card 6:
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.
Scorched Obelisk Card 7:
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.
Scorched Obelisk Card 8:
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.
Scorched Obelisk Card 9:
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.
Scorched Obelisk Card 10:
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.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Volcanic Vents Card 1:
Shocking Scimitar +2
MM
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.
Volcanic Vents 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.
Volcanic Vents Card 3:
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.
Volcanic Vents Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents Card 5:
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.
Volcanic Vents Card 6:
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.
Volcanic Vents Card 7:
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.
Volcanic Vents Card 8:
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.
Volcanic Vents Card 9:
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.
Volcanic Vents Card 10:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 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.

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: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/Merisal, Tup/Grimsnik, Uliah/Myrddin1209, Safety Bubble
Sulfur Pits Card 1 (Vanth):
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.
Sulfur Pits Card 2:
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.
Sulfur Pits Card 3:
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.
Sulfur Pits Card 4:
Azaz Arafe and Zazu
MM
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.
Sulfur Pits Card 5:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Sulfur Pits Card 6:
Nailah
MM
Henchman 6
Type: Monster
Traits:
Undead
Banshee
Incorporeal
Acid
To Defeat:
Combat 22
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 7:
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.
Sulfur Pits Card 8:
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.


It is the hour of Bastet.

Climbing time I see. Well, best get started. Here little Vanth. Time to die.

Scourge: 1d10 ⇒ 4 Daybane. Ugh. Hand of the Honest Man to remove it. Sorry Tup. Was hoping to get your mummy, but I think Daybane is worse.

Hammer time!

Combat 13: 1d6 + 2d8 + 1d4 + 9 ⇒ (2) + (6, 2) + (3) + 9 = 22

Sarenrae to go again. A Lightning Storm. Sorry Merisiel. :(

Mountain Dog to go again. A Blessing of Abadar I auto-acquire.

Everlight for one more explore. Azaz Arafe and Zazu. I auto them too.

Well, I was going to stop, but I guess I can keep going with them... Oh crap. I delved too deep. A Burning Child. I guess I'll go Charisma to get rid of it. Tup, can I get a recharge?

Charisma 10: 2d8 + 4 ⇒ (1, 4) + 4 = 9 Oh crap. Well, I'm burning my reroll early...

Charisma 10: 1d8 + 8 ⇒ (2) + 8 = 10 Heh... That's better at least. :)

Dmg: 1d4 ⇒ 1 Nice. At least rolling low there helped. I'll recharge my Maat for it.

Stopping here after that mess...

Uliah wrote:

Hand: Sand Elemental, Blessing of Abadar, Blessing of Nethys, Major Cure, Fire Snake, Disrupting Warhammer +3,

Displayed:
Deck: 13 Discard: 4 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 [x]+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) ([x] +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 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
All characters start at the Sulfur Pits. When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
To win, close all of the locations.

Scenario Level (#): 6

Turn: 3, Merisiel/Merisal

Random Cards:

Monsters
Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

Spoiler:
Ecorche
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

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.

Spoiler:
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.

Spoiler:
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.

Barriers
Spoiler:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

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:
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.

Spoiler:
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.

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.

Weapons
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:
Chakram of Ruin
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

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:
Crook and Flail of Kings
MM
Weapon 6
Traits:
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee
Arcane
Divine 13
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.

Spoiler:
Sling Staff +2
MM
Weapon 6
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

Spells
Spoiler:
Symbol of Fortune
MM
Spell 6
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
On any check, after the roll, discard this card to add or subtract 3 from the result.
After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

Spoiler:
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:
Augury
MM
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:
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.

Armors
Spoiler:
Catching Cape
MM
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
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:
Tooled Crocodile Skin
MM
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:
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.

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.

Items
Spoiler:
Smoked Glass Goggles
MM
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:
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:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Spoiler:
Wing of Horus
MM
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:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Allies
Spoiler:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

Spoiler:
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.

Spoiler:
Sand Elemental
MM
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:
Reed Moccasin
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Spoiler:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
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 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:
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:
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

Spoiler:
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.

Top of Blessing Discard Pile:

Blessing of Horus:
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.

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 Blessings Deck Card 1 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 2 Blessings Deck Card 2 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 3 Blessings Deck Card 3 Merisiel/Merisal
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 4 Blessings Deck Card 4 Tup/Grimsnik
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 5 Blessings Deck Card 5 Uliah/Myrddin1209
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 6 Blessings Deck Card 6 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.
Spoiler:
Blessings Deck Card 7 Blessings Deck Card 7 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 8 Blessings Deck Card 8 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 9 Blessings Deck Card 9 Merisiel/Merisal
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 10 Blessings Deck Card 10 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 11 Blessings Deck Card 11 Uliah/Myrddin1209
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 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.
Spoiler:
Blessings Deck Card 13 Blessings Deck Card 13 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 14 Blessings Deck Card 14 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 15 Blessings Deck Card 15 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 16 Blessings Deck Card 16 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 17 Blessings Deck Card 17 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 18 Blessings Deck Card 18 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.
Spoiler:
Blessings Deck Card 19 Blessings Deck Card 19 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 20 Blessings Deck Card 20 Uliah/Myrddin1209
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 21 Blessings Deck Card 21 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 22 Blessings Deck Card 22 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 23 Blessings Deck Card 23 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 24 Blessings Deck Card 24 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 25 Blessings Deck Card 25 Tup/Grimsnik
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 26 Blessings Deck Card 26 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 27 Blessings Deck Card 27 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: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Hall of the Crocodile Kings 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.
Hall of the Crocodile Kings Card 2:
Zereletan
MM
Ally 4
Traits:
Aberration
Naga To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
Hall of the Crocodile Kings Card 3:
Necklace of Fireballs
MM
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.
Hall of the Crocodile Kings Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of the Crocodile Kings Card 5:
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.
Hall of the Crocodile Kings Card 6:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Hall of the Crocodile Kings Card 7:
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.
Hall of the Crocodile Kings Card 8:
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Hall of the Crocodile Kings Card 9:
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.

Hall of the Crocodile Kings Card 10:
Polymorph Gas
MM
Barrier 6
Traits:
Curse
Trap
Magic
Poison
To Defeat:
Constitution
Fortitude
Intelligence
Perception 14
If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Forgery of Ra Card 1:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Forgery of Ra Card 2:
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.
Forgery of Ra Card 3:
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.
Forgery of Ra Card 4:
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.
Forgery of Ra Card 5:
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.
Forgery of Ra 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.
Forgery of Ra Card 7:
Tomb Artisan
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.
Forgery of Ra Card 8:
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.
Forgery of Ra Card 9:
Brass Golem
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
Forgery of Ra Card 10:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

Location #3: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Scorched Obelisk Card 1:
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.
Scorched Obelisk Card 2:
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.
Scorched Obelisk Card 3:
Blast Glyph
MM
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.
Scorched Obelisk Card 4:
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.
Scorched Obelisk Card 5:
Thundercloud of Set
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk Card 6:
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.
Scorched Obelisk Card 7:
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.
Scorched Obelisk Card 8:
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.
Scorched Obelisk Card 9:
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.
Scorched Obelisk Card 10:
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.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Volcanic Vents Card 1:
Shocking Scimitar +2
MM
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.
Volcanic Vents 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.
Volcanic Vents Card 3:
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.
Volcanic Vents Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents Card 5:
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.
Volcanic Vents Card 6:
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.
Volcanic Vents Card 7:
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.
Volcanic Vents Card 8:
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.
Volcanic Vents Card 9:
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.
Volcanic Vents Card 10:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 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.

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: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Merisiel/Merisal, Tup/Grimsnik, Uliah/Myrddin1209, Safety Bubble,
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.

Sulfur Pits Card 1:
Nailah
MM
Henchman 6
Type: Monster
Traits:
Undead
Banshee
Incorporeal
Acid
To Defeat:
Combat 22
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Sulfur Pits Card 2:
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.
Sulfur Pits Card 3:
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.


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

There is a lightning storm

storm damage: 1d4 ⇒ 3

safety bubble prevents: 1d4 ⇒ 4

location: 1d5 ⇒ 2

She explores and finds the henchman Nailah who requires electricity or acid to defeat

As we don’t have a way of adding either to Merisiel check she will evade

Recharge compass to move then examine card at the vents

strength 6: 1d6 + 1d4 + 1 ⇒ (4) + (3) + 1 = 8

First card is shocking scimitar

Discard blessing of the ancients to check it is still there and encounter it

melee 11: 1d12 + 5 + 1d4 + 1 ⇒ (9) + 5 + (3) + 1 = 18

Acquired and smuggled to Ulliah

Turn ends

Merisiel wrote:

Hand: Seeking Shortbow +2, Adamantine sai +2, Mask of the forgotten pharaoh, Blessing of the vaultmaster, Red leathers, Game of afterlife, Vampiric backsword,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Blessings 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 ([X ]+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

End turn lightning storm to location 2 forgery of ra

Card 1 acquired from volcanic vents

Sulfur pits shuffled


During This Adventure: The scourge die is 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
All characters start at the Sulfur Pits. When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
To win, close all of the locations.

Scenario Level (#): 6

Turn: 4, Tup/Grimsnik

Random Cards:

Monsters
Spoiler:
Burning Child
MM
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Spoiler:
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.

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:
Mummy
MM
Monster 4
Traits:
Undead
Mummy
To Defeat:
Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Spoiler:
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.

Barriers
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.

Spoiler:
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer scourge Curse of Blindness.

Spoiler:
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.

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.

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

Spoiler:
Augury
MM
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:
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.

Armors
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:
Tooled Crocodile Skin
MM
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:
Day Star Half-Plate
MM
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.

Spoiler:
Alchemist's Shield
MM
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.

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.

Items
Spoiler:
Ghost Battling Ring
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

Spoiler:
Feather of Maat
MM
Item B
Traits:
Object
Magic
Maat To Acquire:
Constitution
Knowledge
Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

Spoiler:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

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

Allies
Spoiler:
Sebti the Crocodile
MM
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Spoiler:
Hearth Elemental
MM
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

Spoiler:
Commander Abdallah
MM
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:
Reed Moccasin
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Spoiler:
Cloud Elemental
MM
Ally 5
Traits:
Outsider
Elemental
Electricity To Acquire:
Wisdom
Survival 11
Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.

Blessings
Spoiler:
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:
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:
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:
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:
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 Thoth:
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.

Blessings Remaining: 26

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 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 3 Blessings Deck Card 3 Tup/Grimsnik
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 4 Blessings Deck Card 4 Uliah/Myrddin1209
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 5 Blessings Deck Card 5 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.
Spoiler:
Blessings Deck Card 6 Blessings Deck Card 6 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 7 Blessings Deck Card 7 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 8 Blessings Deck Card 8 Merisiel/Merisal
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 9 Blessings Deck Card 9 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 10 Blessings Deck Card 10 Uliah/Myrddin1209
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 11 Blessings Deck Card 11 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.
Spoiler:
Blessings Deck Card 12 Blessings Deck Card 12 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 13 Blessings Deck Card 13 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 14 Blessings Deck Card 14 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 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 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 18 Blessings Deck Card 18 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 19 Blessings Deck Card 19 Uliah/Myrddin1209
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 20 Blessings Deck Card 20 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 21 Blessings Deck Card 21 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 22 Blessings Deck Card 22 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 23 Blessings Deck Card 23 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 24 Blessings Deck Card 24 Tup/Grimsnik
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 25 Blessings Deck Card 25 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 26 Blessings Deck Card 26 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: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Hall of the Crocodile Kings 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.
Hall of the Crocodile Kings Card 2:
Zereletan
MM
Ally 4
Traits:
Aberration
Naga To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
Hall of the Crocodile Kings Card 3:
Necklace of Fireballs
MM
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.
Hall of the Crocodile Kings Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of the Crocodile Kings Card 5:
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.
Hall of the Crocodile Kings Card 6:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Hall of the Crocodile Kings Card 7:
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.
Hall of the Crocodile Kings Card 8:
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Hall of the Crocodile Kings Card 9:
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.

Hall of the Crocodile Kings Card 10:
Polymorph Gas
MM
Barrier 6
Traits:
Curse
Trap
Magic
Poison
To Defeat:
Constitution
Fortitude
Intelligence
Perception 14
If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
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.

Forgery of Ra Card 1:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Forgery of Ra Card 2:
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.
Forgery of Ra Card 3:
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.
Forgery of Ra Card 4:
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.
Forgery of Ra Card 5:
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.
Forgery of Ra 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.
Forgery of Ra Card 7:
Tomb Artisan
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.
Forgery of Ra Card 8:
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.
Forgery of Ra Card 9:
Brass Golem
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
Forgery of Ra Card 10:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

Location #3: Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Scorched Obelisk Card 1:
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.
Scorched Obelisk Card 2:
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.
Scorched Obelisk Card 3:
Blast Glyph
MM
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.
Scorched Obelisk Card 4:
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.
Scorched Obelisk Card 5:
Thundercloud of Set
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk Card 6:
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.
Scorched Obelisk Card 7:
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.
Scorched Obelisk Card 8:
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.
Scorched Obelisk Card 9:
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.
Scorched Obelisk Card 10:
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.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/Merisal, None
Volcanic Vents Card 1:
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.
Volcanic Vents Card 2:
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.
Volcanic Vents Card 3:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents 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.
Volcanic Vents Card 5:
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.
Volcanic Vents Card 6:
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.
Volcanic Vents Card 7:
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.
Volcanic Vents Card 8:
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.
Volcanic Vents Card 9:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 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.

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: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tup/Grimsnik, Uliah/Myrddin1209, Safety Bubble
Sulfur Pits Card 1:
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.
Sulfur Pits Card 2:
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.
Sulfur Pits Card 3:
Nailah
MM
Henchman 6
Type: Monster
Traits:
Undead
Banshee
Incorporeal
Acid
To Defeat:
Combat 22
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
If your check to defeat did not have the Acid or Electricity trait, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.


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 Thoth.

Recharge Might Gugmuff for Uliah

Move- Discard Deliverance to move to the Volcanic Vents.

Tup casts Create Mindscape as he arrives at the Vents. Tup is unable to figure out how to cast Spite Cloud. Arcane 12: 1d12 + 5 + 1d4 ⇒ (3) + 5 + (1) = 9

He then removes the Curse of the Mummy off himself.

Tup wrote:

Hand: Sand Elemental, Scarab Buckler, Blessing of the Spellbound, Magnetic Grimoire, Icicle Swarm, Staff of Dark Flame, Gem of Mental Acuity,

Displayed: Safety Bubble, Create Mindscape,
Deck: 10 Discard: 3 Buried: 0
Notes: T-Shirt Re-roll: Used. 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; Staff of Dark Flame
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.


It is the hour of the Elements.

Sure, everyone else leaves me to deal with the mess. :p Well, best get to it.

Or I'll just go after some super cool Skyplate Armor that can be picked up with Divine.

Divine 12: 1d10 + 1d4 + 9 ⇒ (5) + (3) + 9 = 17

Nethys, let's see what's left. A spell 5 I can't easily pick up and Nailah. I guess I'll go with Nailah since spell 5s haven't gotten much interest of late.

I'm actually going to try the Con check. Worst case, I bury my new armor, but I'd rather keep the Sand Elemental for the combat bonus.

Con 8: 1d6 + 1d8 ⇒ (3) + (6) = 9 Wow, didn't expect that, but I'll take it. :)

Ok, now to discard this lovely new sword Merisiel gave me so I can kill this thing.

Combat 22: 3d6 + 1d8 + 1d4 + 9 ⇒ (5, 4, 1) + (8) + (4) + 9 = 31 Dead.

And either the Skyplate or Safety Bubble block the acid damage to close. Take your pick. :)

Before I end my turn, I'm going to cast Major Cure on myself.

Heal: 1d4 + 2 ⇒ (2) + 2 = 4

And I auto the recharge.

Now I'll end my turn.

Uliah wrote:

Hand: Sand Elemental, Blessing of Abadar, Mountain Dog, Skyplate Armor, Fire Snake, Disrupting Warhammer +3,

Displayed:
Deck: 17 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: 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 [x]+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) ([x] +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

Merisiel will move to the scorched obelisk

strength 6: 1d6 + 1d4 ⇒ (1) + (2) = 3 Discard sai

Explores and finds a coffer coorpse

Breaks the habit of a life time and leaves a coffer behind (evades)

Location power makes that painful to defeat without a safety bubble will try and climb greasy pole to top locations on next two turns finally getting there as Ulliah draws eagles aerie

ends turn

Merisiel wrote:

Hand: Seeking Shortbow +2, Armour of Skulls, Mask of the forgotten pharaoh, Blessing of the vaultmaster, Red leathers, Game of afterlife, Vampiric backsword,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings 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 ([X ]+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

Merisel at Scorched Obelisk which is shuffled


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 Ptah.

Recharge Safety Bubble: 1d12 + 5 ⇒ (12) + 5 = 17

Tup says a prayer to Wadjet. Divine 5: 1d12 ⇒ 7 Recharge Gem of Mental Acuity

Tup wrote:

Hand: Sand Elemental, Scarab Buckler, Blessing of the Spellbound, Magnetic Grimoire, Icicle Swarm, Staff of Dark Flame, Blessing of Wadjet,

Displayed: Create Mindscape,
Deck: 12 Discard: 3 Buried: 0
Notes: T-Shirt Re-roll: Used. 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; Staff of Dark Flame
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 1d10.
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

During This Scenario: When setting out the locations, arrange them in a column in the listed order with Sulfur Pits at the bottom, proceeding upward with subsequent locations.
All characters start at the Sulfur Pits. When a character moves upward, he moves only to the next upward open location, and must succeed at a Strength 6 check or discard a card.
If you are dealt damage that is not reduced to 0, move 1 location downward; if you are already at the bottom, instead bury your discard pile.
To win, close all of the locations.

Scenario Level (#): 6

Turn: 8, Uliah/Myrddin1209

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger[\b]
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.

Spoiler:
[b]Skull Ripper
MM
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger[\b]
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:
[b]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.

Barriers
Spoiler:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger[\b]
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:
[b]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.

Spoiler:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger[\b]
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:
[b]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:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger[\b]
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.

[b]Weapons

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:
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:
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:
Crook and Flail of Kings
MM
Weapon 6
Traits:
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee
Arcane
Divine 13
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.

Spoiler:
Axe of the Imperative
MM
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.

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

Spoiler:
Toxic Cloud
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
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:
Foresight
MM
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
Display this card. While displayed, you may ignore any powers that trigger when you examine cards.
At the end of the turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.

Armors
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.

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:
Alchemist's Shield
MM
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.

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.

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

Spoiler:
Evocation Staff
MM
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.

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

Spoiler:
[b]Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Spoiler:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

Allies
Spoiler:
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.

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:
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:
Giant Slug
MM
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:
Library Curator
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.

Blessings
Spoiler:
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:
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 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:
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

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.

Current Hour:

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.

Hours Remaining: 22

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 1 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.
Hourglass Card 2 Tup/Grimsnik:
Spoiler:
[b]Hourglass Card 2 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.
Hourglass Card 3 Uliah/Myrddin1209:
Spoiler:
[b]Hourglass Card 3 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.
Hourglass Card 4 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 4 Merisiel/Merisal
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.
Hourglass Card 5 Tup/Grimsnik:
Spoiler:
[b]Hourglass Card 5 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.
Hourglass Card 6 Uliah/Myrddin1209:
Spoiler:
[b]Hourglass Card 6 Uliah/Myrddin1209
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.
Hourglass Card 7 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 7 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.
Hourglass Card 8 Tup/Grimsnik:
Spoiler:
[b]Hourglass Card 8 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.
Hourglass Card 9 Uliah/Myrddin1209:
Spoiler:
[b]Hourglass Card 9 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.
Hourglass Card 10 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 10 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.
Hourglass Card 11 Tup/Grimsnik:
Spoiler:
[b]Hourglass 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.
Hourglass Card 12 Uliah/Myrddin1209:
Spoiler:
[b]Hourglass 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.
Hourglass Card 13 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 13 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.
Hourglass Card 14 Tup/Grimsnik:
Spoiler:
[b]Hourglass Card 14 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.
Hourglass Card 15 Uliah/Myrddin1209:
Spoiler:
[b]Hourglass Card 15 Uliah/Myrddin1209
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.
Hourglass Card 16 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 16 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.
Hourglass Card 17 Tup/Grimsnik:
Spoiler:
[b]Hourglass Card 17 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.
Hourglass Card 18 Uliah/Myrddin1209:
Spoiler:
[b]Hourglass Card 18 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.
Hourglass Card 19 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 19 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.
Hourglass Card 20 Tup/Grimsnik:
Spoiler:
[b]Hourglass Card 20 Tup/Grimsnik
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.
Hourglass Card 21 Uliah/Myrddin1209:
Spoiler:
[b]Hourglass Card 21 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.
Hourglass Card 22 Merisiel/Merisal:
Spoiler:
[b]Hourglass Card 22 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: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Hall of the Crocodile Kings 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.
Hall of the Crocodile Kings Card 2:
Zereletan
MM
Ally 4
Traits:
Aberration
Naga
To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
Hall of the Crocodile Kings Card 3:
Necklace of Fireballs
MM
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.
Hall of the Crocodile Kings Card 4:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of the Crocodile Kings Card 5:
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.
Hall of the Crocodile Kings Card 6:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Hall of the Crocodile Kings Card 7:
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.
Hall of the Crocodile Kings Card 8:
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Hall of the Crocodile Kings Card 9:
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.

Hall of the Crocodile Kings Card 10:
Polymorph Gas
MM
Barrier 6
Traits:
Curse
Trap
Magic
Poison
To Defeat:
Constitution
Fortitude
Intelligence
Perception 14
If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

Location #2: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
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.

Forgery of Ra Card 1:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
Forgery of Ra Card 2:
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.
Forgery of Ra Card 3:
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.
Forgery of Ra Card 4:
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.
Forgery of Ra Card 5:
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.
Forgery of Ra 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.
Forgery of Ra Card 7:
Tomb Artisan
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Charisma
Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.
Forgery of Ra Card 8:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger[\b]
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.
Forgery of Ra Card 9:
[b]Brass Golem
MM
Henchman 6
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 24
The Brass Golem is immune to the Attack, Fire, and Mental traits.
Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location.
If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location.
Forgery of Ra Card 10:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger[\b]
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

[b]Location #3: Scorched Obelisk

At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/Merisal, None
Scorched Obelisk Card 1:
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.
Scorched Obelisk 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.
Scorched Obelisk Card 3:
Earth Ossumental
MM
Monster 5
Traits:
Trigger[\b]
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.
Scorched Obelisk Card 4:
[b]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.
Scorched Obelisk Card 5:
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.
Scorched Obelisk Card 6:
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.
Scorched Obelisk Card 7:
Living Sandstorms
MM
Monster 5
Traits:
Trigger[\b]
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.
Scorched Obelisk Card 8:
[b]Curse of Teeth and Fleas
MM
Barrier 2
Traits:
Trigger[\b]
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.
Scorched Obelisk Card 9:
[b]Blast Glyph
MM
Barrier 3
Traits:
Trigger[\b]
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.
Scorched Obelisk Card 10:
[b]Thundercloud of Set
MM
Henchman 6
Type: Monster
Traits:
Elemental
Electricity
To Defeat:
Combat 21
The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage.
If your check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, after you act, recharge your hand.
If undefeated, each character is dealt 1d4 damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tup/Grimsnik, None
Volcanic Vents Card 1:
Mockery of Ra
MM
Henchman 6
Type: Monster
Traits:
Construct
Fire
To Defeat:
Combat 22
The Mockery of Ra is immune to the Mental and Fire traits. All damage dealt by the Mockery of Ra is Fire damage.
Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated.
If undefeated, the Mockery of Ra does not deal Combat damage; instead, you are dealt 1d6 Fire damage. Any damage not reduced is discarded from the top of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents Card 2:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger[\b]
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.
Volcanic Vents Card 3:
[b]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.
Volcanic Vents Card 4:
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.
Volcanic Vents Card 5:
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.
Volcanic Vents Card 6:
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.
Volcanic Vents Card 7:
Alchemist's Kit
MM
Item B
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
While displayed, bury this card to draw 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.

Location #5: Sulfur Pits
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,


It is the hour of the Lady of Graves.

I'll move up to the Vents to join Tup.

Str 6: 1d6 + 2 ⇒ (1) + 2 = 3 Sigh. I'll discard my Mountain Dog.

Now to explore. A Mockery of Ra. Great. That sounds like an excellent plan.

I'll use Fire Snake on the BYA since I'd like to keep the Sand Elemental ally bonus.

Dex 12: 1d10 + 1d4 + 9 ⇒ (7) + (2) + 9 = 18

I auto the recharge. Now for the combat. It's hammer time + my Abadar. Tup, can I get a recharge too?

Combat 22: 1d6 + 1d8 + 1d4 + 13 ⇒ (6) + (4) + (4) + 13 = 27 Dead!

Now for the close. My armor blocks the fire damage. Tup, you need to take one too, but your buckler should handle it I believe.

Uliah wrote:

Hand: Sand Elemental, Restorative Touch, Blessing of Nethys, Skyplate Armor, Rift Warden, Disrupting Warhammer +3,

Displayed:
Deck: 16 Discard: 4 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 [x]+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) ([x] +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 Staff of Dark Flame. Tup reduces 1 point of fire damage.


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

It is the hour of elements

Merisiel moves to the forgery of Ra

strength 8: 1d6 + 1d4 + 1 ⇒ (4) + (4) + 1 = 9

She explores and finds some thunderbirds

firey electrical damage: 1d4 ⇒ 1

Her armour of skulls absorbs the damage She fights the Tracy brothers with her vampiric backsword Recharging game of afterlife

combat 22: 1d12 + 5 + 3d6 + 3 + 1 ⇒ (11) + 5 + (6, 6, 5) + 3 + 1 = 37

reload vampiric backsword to recharge adamantine sai

ends turn

Merisiel wrote:

Hand: Seeking Shortbow +2, Armour of Skulls, Mask of the forgotten pharaoh, Blessing of the vaultmaster, Red leathers, Blessing of Xon Kuthon, Vampiric backsword,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Blessings 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 ([X ]+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

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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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