[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.


101 to 150 of 1,641 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

Loot preferences: (top to bottom)

Item 1: 1d1000 ⇒ 99
Ally B: 1d1000 ⇒ 722
Blessing B: 1d1000 ⇒ 635
Ally B: 1d1000 ⇒ 797
Item B: 1d1000 ⇒ 841

The Exchange

Power feat will be making the fire damage 1d4-1 when I recharge to assist.

Loot Preferences: (top to bottom)

Spell 1: 1d1000 ⇒ 864
Blessing B: 1d1000 ⇒ 165
Ally B: 1d1000 ⇒ 129
Armor 1: 1d1000 ⇒ 420
Weapon B: 1d1000 ⇒ 93

Grand Lodge

Female Angelkin Magus

Talitha will increase her hand size to 6 for her power feat.

Item 1: 1d1000 ⇒ 851 - unless Radovan has a good upgrade, then I will pass
Weapon 1: 1d1000 ⇒ 687
Blessing B: 1d1000 ⇒ 521
Weapon B: 1d1000 ⇒ 899


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

Forget to mention, power feat is displaying two devil forms instead of one.


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

Merisiel will become proficient with weapons

Item 1: 1d1000 ⇒ 703 Cockroach cloak
weapon 1: 1d1000 ⇒ 607captains cutlass
weapon b: 1d1000 ⇒ 725short sword +1


Sorry for the delay on my rolls. Here they are in order of preference:

Weapon 1: 1d1000 ⇒ 431
spell b: 1d1000 ⇒ 10
armor 1: 1d1000 ⇒ 794
blessing b: 1d1000 ⇒ 525

Also, for my power feat, I'm going to take the ability to add my 1d8 on undead banes to others at my location.


Looks like the first upgrades will be:
Talitha: Item 1
Tup: Spell 1
Uliah: Spell B
Merisiel: Weapon 1
Radovan: Ally B

The second upgrades will be:
Talitha: Blessing B
Tup: Blessing B
Uliah: Armor 1
Merisiel: Weapon B
Radovan: Blessing B

That does leave a Spell 1 on the table, so if someone would like to swap their round 2 card for a spell 1, they are welcome to do so.


3-1C: Up for a Swim?
As you chase the Taldan infiltrator in the foppish hat, it quickly becomes clear why she stole one of Merai’s water breathing potions: she’s headed for the dig site! That knowledge is a poor consolation for the fact that the Taldan managed to significantly outpace you, likely by using a spell to increase her speed.
As you swim into the shallows, you see in the distance the beginnings of the Aspis dig site and the ruins of Shotep-Kara. You begin to imagine what this place must have looked like at the height of Tumen, during the time of the Four Pharaohs of Ascension. The crumbling, waterlogged monuments, temples, and docks suggest a time when this place was a commercial and military powerhouse, the gateway to the wonders of Ancient Osirion.
However, you don’t have long to ponder before you hear a strange crashing sound. You look behind you to see a floating, horned beast head followed by the Aspis’s contingent of mining constructs! You take a moment to ponder the strange sight before you remember that the creature is a doru, the least of the divs. Divs arise from corrupted genies exiled to the depths of Abaddon, and their ancient hatred of mortalkind leads them to despoil all that which mortals create. But doru in particular are obsessive gatherers of secrets and able to become invisible whenever it suits them; it would have been a simple matter for the creature to learn the constructs’ secret commands. But that still doesn’t completely explain its actions. You don’t have more time to consider the implications—now is the time to fight!

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1

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

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1

Please post your starting locations & traders. If you're only visiting Sunburst Market, please also post your starting hand. Also, one of you may swap a spell from your deck with Remove Curse (the reward from the previous scenario).


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

Starting location: Hot Springs. With Sunburst, I swapped out Bestiary for B of Elements.

Starting hand:

Radovan wrote:

Hand: Clockwork Spy, Sage's Journal, BoG 1, Appleslayer, B of Abadar,

Displayed: Quang and Viridio forms; Norge display: monsters [x lvlB, x lvl1]; Quang display: boons + monsters [x lvlB, x lvl1]; Viridio display: monsters [x lvlB, x lvl1] {Note only 2 forms active at once},
Deck: 10 Discard: 0 Buried: 0
Notes: W/ Quang I can evade encounters at will. Assume I evade all summoned banes, unless we need to kill to succeed.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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

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


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

Merisiel will look for gold at the golden lake

Merisiel wrote:

Hand: Zae, Blessing of the spy, Stalking armor, Sages Journal, Compass,

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

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

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

The Exchange

Tups swings by the Sunburst Market and swaps a Blessing of the Gobs for a Blessing of the Elements.

He then heads over to the Quarry.

Tup wrote:

Hand: Torch, Turtle, Charm Animal, Bloodscent, Burning Snot, Blessing of Elements Deck: 10 Discard: 0 Buried: 0 Notes: I'm good for 2 recharges if needed.


Uliah likes the sound of the Stonework Passages today. He'll head there. But first, he's going to Sunburst to swap out his Blood Periapt for a remove Curse (unless someone else has one, in which case he might take a weapon instead.)

Uliah wrote:

Hand: Riding Horse, Blessing of the Gods 2, Remove Curse, Shield Cloak, Longsword,

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

Skills and Powers:
SKILLS

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

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


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

Oops, Acid Pools weren't what I thought they were. I'll start at Hot Springs anyway, then move immediately.

Grand Lodge

Female Angelkin Magus

Talitha switches her loot to Item 1 (Wand of Detect Magic) and Spell 1 (Locate Object).

She also swaps out Flame Staff for the basic Tussah Silk Coat at Sunburst Market.

She heads towards the Precious Mine.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Blessing of the Gods 2, Blessing of the Spellbound 1, Fire Snake, Life Drain, Locate Object

Displayed:
Deck: 10 Discard: 0 Buried: 0

Paizo perk reroll: USED this scenario.

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

Favored Card: Blessing
Hand Size 5 ☑6
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.



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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Tussah Silk Coat
Armor B
Traits: Clothing  Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Random Items:
Spoiler:
Twitch Tonic
Item B
Traits: Liquid  Alchemical 
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location_ Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_
Spoiler:
Brilliance of Ra
Item B
Traits: Trigger  Object  Magic  Ra 
To Acquire: Strength Knowledge Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card_ Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait_ Recharge this card to add the Fire trait to your check_
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Random Allies:
Spoiler:
Giant Slug
Ally B
Traits: Animal  Acid 
To Acquire: Wisdom Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location_ You may add 1d4 and the Acid trait to your combat checks during this exploration_ Recharge this card to add 1d4 and the Acid trait to your combat check_
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_

Turn: 1, Tup/MikeODonnell

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

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

Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessings Deck Card (Merisiel)
Spoiler:

Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Deck Card (Radovan)
Spoiler:

Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessings Deck Card (Talitha)
Spoiler:

Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 5
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 9
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 10
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 18
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 21
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 22
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 23
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 24
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 25
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 26
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 27
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 28
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 29
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Golden Lake Card 1:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_
Golden Lake Card 2:
Noxious Bomb
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Golden Lake Card 3:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Golden Lake Card 4:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Golden Lake Card 6:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Golden Lake Card 7:
Collapsing Scaffolding
Barrier C
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Golden Lake Card 8:
Remove Curse
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_
Golden Lake Card 9:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_
Golden Lake Card 10:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket

Precious Mine Card 1:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Precious Mine Card 2:
Osirion History Guide
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_
Precious Mine Card 3:
Canteen
Item C
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
Precious Mine Card 4:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Precious Mine Card 5:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
When playing another weapon, you may discard this card to add 1d4 to your combat check_
Precious Mine Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Precious Mine Card 7:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Precious Mine Card 8:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Precious Mine Card 9:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_
Precious Mine Card 10:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

Quarry Card 1:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_
Quarry Card 2:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Quarry Card 3:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_
Quarry Card 4:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_
Quarry Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Quarry Card 6:
Fire Gecko
Ally C
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_
Quarry Card 7:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
Quarry Card 8:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Quarry Card 9:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Quarry Card 10:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Radovan/wkover

Hot Springs Card 1:
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_
Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_
Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_
Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_
Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_
Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Peasant Tombs Card 1:
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Peasant Tombs Card 2:
Bladeguard
Item C
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_
Peasant Tombs Card 3:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Peasant Tombs Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_
Peasant Tombs Card 5:
Acid Pool
Henchman C
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_
Peasant Tombs Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_
Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Peasant Tombs Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Peasant Tombs Card 9:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_
Peasant Tombs Card 10:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Stonework Passages Card 1:
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Stonework Passages Card 2:
Shock Toad
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait_
Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_
Stonework Passages Card 3:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
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 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Stonework Passages Card 4:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Stonework Passages Card 5:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_
Stonework Passages Card 6:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_
Stonework Passages Card 7:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
Stonework Passages Card 8:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Stonework Passages Card 9:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Stonework Passages Card 10:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

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

Ruined Temple Card 1:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Ruined Temple Card 2:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_
Ruined Temple Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Ruined Temple Card 4:
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Ruined Temple Card 5:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Ruined Temple Card 6:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Ruined Temple Card 7:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Ruined Temple Card 8:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Ruined Temple Card 9:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_
Ruined Temple Card 10:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

The Exchange

Tup starts poking around the Quarry when a Bonecrusher Hyenamaster sends a hyena at him.

Tup using the fire from his torch shots out a blast of fire at the rampaging creature. The hyena catches on fire Arcane9check: 1d12 + 1d8 + 2 - 1 ⇒ (12) + (7) + 2 - 1 = 20 (bury Torch for Card Power) Tup presses a finger to his nose and sends out a bolt of burning snot towards the gnoll. The smell of burning flesh and fur fills the Quarry as the snot slams into the Hyenamaster. Arcane9check: 1d12 + 1d6 + 2 - 1 ⇒ (11) + (4) + 2 - 1 = 16 (using Burning Snot
arcane7check: 1d12 + 2 ⇒ (8) + 2 = 10 (recharge Burning Snot)

Pleased with himself, Tup takes some time to take in the sight of burning dogs.

Tup wrote:

Hand: Blessing of Gobs 1, Turtle, Charm Animal, Bloodscent, Blessing of Lamashtu, Blessing of Elements Deck: 8 Discard: 1 Buried: 0 Notes: I'm good for 2 recharges if needed. All three blessings are up for use.


Let's see what these passages have in store for me today. A Blessing of Horus. Horse, you're up. The camel proved to be a pretty good healer so it's your turn to show off what you can do.

Divine 6: 1d10 + 1d4 + 3 ⇒ (10) + (1) + 3 = 14 Good job, horse.

Blessing of the Gods to go again since I'd need to discard a card anyway. A Shock Toad. Couldn't have picked a better location to hang out at. BYA damage automatically reduced to 0 so I just need to fight it. I'm just going to punch it (and have my horse kick it for good measure) since it's only a 6, and I don't want the minus 3 on the combat with my sword.

Combat 6: 1d6 + 1d4 + 3 ⇒ (6) + (1) + 3 = 10 Dead toad! Although, really horse? That's 2 ones you've rolled. You better shape up or I'm switching back to the camel.

I'll stop here.

Uliah wrote:

Hand: Riding Horse, Remove Curse, Shield Cloak, Longsword, Blessing of Horus,

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

Skills and Powers:
SKILLS

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

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


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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Tussah Silk Coat
Armor B
Traits: Clothing  Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Random Items:
Spoiler:
Twitch Tonic
Item B
Traits: Liquid  Alchemical 
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location_ Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_
Spoiler:
Brilliance of Ra
Item B
Traits: Trigger  Object  Magic  Ra 
To Acquire: Strength Knowledge Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card_ Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait_ Recharge this card to add the Fire trait to your check_
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Random Allies:
Spoiler:
Giant Slug
Ally B
Traits: Animal  Acid 
To Acquire: Wisdom Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location_ You may add 1d4 and the Acid trait to your combat checks during this exploration_ Recharge this card to add 1d4 and the Acid trait to your combat check_
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider  Curse  Poison  Veteran 
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 3, Merisiel/thejeffUK

Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 3
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 7
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 8
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 16
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 19
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 20
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 21
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 23
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 24
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 25
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 26
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 27
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Golden Lake Card 1:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_
Golden Lake Card 2:
Noxious Bomb
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Golden Lake Card 3:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Golden Lake Card 4:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Golden Lake Card 6:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Golden Lake Card 7:
Collapsing Scaffolding
Barrier C
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Golden Lake Card 8:
Remove Curse
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_
Golden Lake Card 9:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_
Golden Lake Card 10:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket

Precious Mine Card 1:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Precious Mine Card 2:
Osirion History Guide
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_
Precious Mine Card 3:
Canteen
Item C
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
Precious Mine Card 4:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Precious Mine Card 5:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
When playing another weapon, you may discard this card to add 1d4 to your combat check_
Precious Mine Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Precious Mine Card 7:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Precious Mine Card 8:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Precious Mine Card 9:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_
Precious Mine Card 10:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

Quarry Card 1:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Quarry Card 2:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_
Quarry Card 3:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_
Quarry Card 4:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Quarry Card 5:
Fire Gecko
Ally C
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_
Quarry Card 6:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
Quarry Card 7:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Quarry Card 8:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Quarry Card 9:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Radovan/wkover

Hot Springs Card 1:
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_
Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_
Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_
Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_
Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_
Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Peasant Tombs Card 1:
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Peasant Tombs Card 2:
Bladeguard
Item C
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_
Peasant Tombs Card 3:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_
Peasant Tombs Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_
Peasant Tombs Card 5:
Acid Pool
Henchman C
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_
Peasant Tombs Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_
Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Peasant Tombs Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Peasant Tombs Card 9:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_
Peasant Tombs Card 10:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Stonework Passages Card 1:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
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 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Stonework Passages Card 2:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Stonework Passages Card 3:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_
Stonework Passages Card 4:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_
Stonework Passages Card 5:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
Stonework Passages Card 6:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Stonework Passages Card 7:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Stonework Passages Card 8:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

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

Ruined Temple Card 1:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Ruined Temple Card 2:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_
Ruined Temple Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Ruined Temple Card 4:
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Ruined Temple Card 5:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Ruined Temple Card 6:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Ruined Temple Card 7:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Ruined Temple Card 8:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Ruined Temple Card 9:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_
Ruined Temple Card 10:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_


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

Merisiel explores the golden lake and finds a fire hydra which she evades

I seem to remember the evading is done before the BYA powers

acrobatics (if Im wrong) 8: 1d12 + 3 ⇒ (8) + 3 = 11

discard blessing of the spy to explore again

card from location deck: 1d10 ⇒ 7

She encounters some scaffolding

gains a die on these checks due to blessing of the spy

She looks it over using her stalking armour

perception 4: 2d4 + 2 ⇒ (2, 4) + 2 = 8

And spots the pefect place to stand and jumps out of the way

acrobatics 7: 2d13 + 3 ⇒ (6, 13) + 3 = 22

Discards Zae to explore again

card from location deck: 1d10 ⇒ 9

Finds a trapper Looks like a fair fight but rogues avoid fair fights

Consults compass to move to hot springs and examine the top card

Its a hyeanadon but Merisiel has no allys in hand ends turn and resets hand

Merisiel wrote:

Hand: Short sword +1, Blessing of the ancients, Stalking armor, Sages Journal, Flawless monocle,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Blessings available (except blessing of the spy which only merisiel can use) BofAncients recharges if basic blessing on blessings deck
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

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


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

Revised hand due to recharging sages journal to move outside move step

Merisiel wrote:

Hand: Short sword +1, Blessing of the ancients, Stalking armor, Appleslayer, Flawless monocle,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

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


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

Radovan hears tell of a vicious hydra down by the lake. Or was it viscous, and the monster ebbs and flows in an odd manner? Either way, he investigates. Travel to Golden Lake. Random card encounter from location shuffle: (ignoring 7s)

Card encountered at Golden Lake: 1d10 ⇒ 8

A Remove Curse spell. At least that's what the 30-font header says.

Wisdom 6 check to acquire: 1d6 ⇒ 6

Stunned, Radovan reads the scroll and understands it. The pretty pictures helped.

Get to use my Quang power! Spell displayed by Quang, can be buried to add 1d6 to any non-combat roll.

My robot spy is set to the correct date and time, and then released. Spy displayed; examine + explore w/ spy. Card encountered:

Card encountered at Golden Lake: 1d10 ⇒ 8

Repeated number, try again: 1d10 ⇒ 4

Blessing of Thoth. Level 1 blessing, so seems worth getting.
Rolling 1d4 for divine + 1d6 for buried Remove Curse. Will also recharge Merisiel's B of Elements (invokes Cold) just to be sure.

Divine 6 check to acquire: 1d4 + 1d6 + 1d4 ⇒ (2) + (1) + (3) = 6

Thoth acquired!

"Appleslayer, I have supreme confidence in your cute ears and wagging tongue. Find me a hydra!" Appleslayer discarded to explore

Random card encounter: 1d10 ⇒ 10

Another spell to decipher: Elemental Treaty. After his first success, Rad is feeling confident.

Wisdom 4 to acquire: 1d6 ⇒ 6

Success! Those night classes paid off.

Spell displayed beside Quang. Hand reset:

Radovan wrote:

Hand: B of Thoth, Sage's Journal, BoG 1, Rapier 1, B of Abadar,

Displayed:CW Spy; Quang and Viridio forms; Norge display: monsters [x lvlB, x lvl1]; Quang display: boons + monsters [1 lvlB, x lvl1]; Viridio display: monsters [x lvlB, x lvl1] {Note only 2 forms active at once},
Deck: 9 Discard: 1 Buried: 0
Notes: Blessings available. w/ Quang I can evade encounters at will. Assume I evade all summoned banes, unless we need to kill to defeat.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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

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


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

Note that B of Thoth adds 1 die + Cold trait to any check, or 2 dice to wisdom non-combat, or 2 dice to check invoking cold. Thoth could be useful w/ wisdom-based location closes.

Also, praise be! The rapier has the piercing trait, not the slashing trait. A weapon I can safely use. Base combat will be 1d8+1 (str) + 2d4 (rapier) + 1d4 (non-two-handed bonus) + 2 (Viridio) + poison trait (Viridio) = 1d8+3d4+3+ poison trait. Goes down to 1d8+3d4+1 if monster is immune to poison, since can't apply Viridio effects.


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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Tussah Silk Coat
Armor B
Traits: Clothing  Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Random Items:
Spoiler:
Twitch Tonic
Item B
Traits: Liquid  Alchemical 
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location_ Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_
Spoiler:
Brilliance of Ra
Item B
Traits: Trigger  Object  Magic  Ra 
To Acquire: Strength Knowledge Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card_ Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait_ Recharge this card to add the Fire trait to your check_
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Random Allies:
Spoiler:
Giant Slug
Ally B
Traits: Animal  Acid 
To Acquire: Wisdom Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location_ You may add 1d4 and the Acid trait to your combat checks during this exploration_ Recharge this card to add 1d4 and the Acid trait to your combat check_
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_

Turn: 5, Talitha/Wikwocket

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Tup
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Uliah
Spoiler:
Blessings Deck Card 2
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Merisiel
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Radovan
Spoiler:
Blessings Deck Card 4
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 5
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 6
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 17
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 18
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 19
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 22
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 23
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 24
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 25
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, None

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

Golden Lake Card 2:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Golden Lake Card 3:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

Golden Lake Card 4:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Golden Lake Card 6:
Noxious Bomb
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket, None

Precious Mine Card 1:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_

Precious Mine Card 2:
Osirion History Guide
Item B
Traits:
Book
Basic To Acquire:
Intelligence
Wisdom
Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Precious Mine Card 3:
Canteen
Item C
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Precious Mine Card 4:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Precious Mine Card 5:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Precious Mine Card 6:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_

Precious Mine Card 7:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine Card 8:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Precious Mine Card 9:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_

Precious Mine Card 10:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Tup/MikeODonnell, None

Quarry Card 1:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Quarry Card 2:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Quarry Card 3:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Quarry Card 4:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Quarry Card 5:
Fire Gecko
Ally C
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_

Quarry Card 6:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Quarry Card 7:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Quarry Card 8:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Quarry Card 9:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Merisiel/thejeffUK, None

Hot Springs Card 1 (Hyaenodon):
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_

Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_

Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_

Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_

Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_

Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Peasant Tombs Card 2:
Bladeguard
Item C
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

Peasant Tombs Card 3:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Peasant Tombs Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

Peasant Tombs Card 5:
Acid Pool
Henchman C
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_

Peasant Tombs Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Peasant Tombs Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Peasant Tombs Card 9:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

Peasant Tombs Card 10:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209, None

Stonework Passages Card 1:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
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 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Stonework Passages Card 2:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Stonework Passages Card 3:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

Stonework Passages Card 4:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

Stonework Passages Card 5:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Stonework Passages Card 6:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Stonework Passages Card 7:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Stonework Passages Card 8:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

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

Ruined Temple Card 1:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

Ruined Temple Card 2:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

Ruined Temple Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Ruined Temple Card 4:
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_

Ruined Temple Card 5:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Ruined Temple Card 6:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Ruined Temple Card 7:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Ruined Temple Card 9:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

Ruined Temple Card 10:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Grand Lodge

Female Angelkin Magus

Talitha swims into the flooded Precious Mine. She sees an obviously Trapped Locker. It's unclear whether the trap is original or whether the Aspis set it. Deciding to take no chances, she uses Fire Snake to crack open the locker.

Disable 9, using Fire Snake: 1d10 + 3 ⇒ (9) + 3 = 12
Fire Snake recharge Arcane 8: 1d10 + 3 ⇒ (2) + 3 = 5

The locker contains a Tussah Silk Coat, similar to the one she grabbed at the camp! Not sure why they bothered to lock this one up.

(via Blessing of the Gods) She notices a Osirion History Guide in the locker as well.
Int 3: 1d6 ⇒ 2
Unfortunately it is completely waterlogged.

After finding all this junk, Talitha is desperate for clues. She casts Locate Object. Unfortunately, she has not yet learned the nuances of the spell, and it only locates a Canteen immediately under the history guide in the locker!
Int 6: 1d6 ⇒ 2
Int 6, reroll via Magus Arcana: 1d6 ⇒ 5
Locate Object recharge Arcane 8: 1d10 + 3 ⇒ (9) + 3 = 12

Stymied at the messy state of this mine, Talitha pauses to collect her thoughts and formulate a plan.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Tussah Silk Coat, Blessing of the Spellbound 1, Tussah Silk Coat 2, Life Drain, Magical Child

Displayed:
Deck: 9 Discard: 2 Buried: 0

Paizo perk reroll: USED this scenario.

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

Favored Card: Blessing
Hand Size 5 ☑6
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.


The Exchange

Tup continues to explore the quarry and spots an Explorer's Staff. Tup attempts to pick it up but it slips from his fingers. Strength2check: 1d4 ⇒ 1

Tup kicks the staff away almost hitting a giant slug. Tup casts Charm Animal on the slug. (bury Charm Animal)

Tup then places his turtle on the ground and follows it. (discarding Turtle to explore)

Tup then eyes another staff, this one with a wolfhead on the top. Arcane6check: 1d12 + 2 ⇒ (10) + 2 = 12 Recognizing it as an Anubis Staff, he grabs it.

Tup gives a quick praise to the Gobs for his good luck and presses on. (discard Blessing of the Gobs 1)

Tup then notices a Baited Jewel Box. He searches the box but is unable to determine how to open it.

Tup wrote:

Hand: Immolate, Giant Slug, Anubis Staff, Bloodscent, Blessing of Lamashtu, Blessing of Elements Notes: I'm good for 1 recharge if needed. Both blessings are up for use.


Time to continue down the passage. Oh look. Someone left some Bolas lying around. Let's see if they're still usable.

Dex 5: 1d6 ⇒ 6 Yep, looks like they are!

Horse, let's see if you're better at exploring than spell casting and melee. Nope, not really. That's The Evil Eye. I've got a Remove Curse spell handy so we won't try too hard.

Divine 8: 1d10 + 3 ⇒ (7) + 3 = 10 Got it! Maybe I can do divine things without a mount... Nah, that would make me a healer, and that doesn't make any sense.

I'll stop here. Discarding the Bolas and resetting my hand.

Uliah wrote:

Hand: Blessing of the Gods 3, Remove Curse, Shield Cloak, Longsword, Blessing of Horus,

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

Skills and Powers:
SKILLS

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

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


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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor 
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Random Items:
Spoiler:
Twitch Tonic
Item B
Traits: Liquid  Alchemical 
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location_ Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_
Spoiler:
Brilliance of Ra
Item B
Traits: Trigger  Object  Magic  Ra 
To Acquire: Strength Knowledge Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card_ Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait_ Recharge this card to add the Fire trait to your check_
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Random Allies:
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf  Cleric  Basic 
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider  Curse  Poison  Veteran 
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 8, Merisiel/thejeffUK

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Radovan
Spoiler:
Blessings Deck Card 1
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Talitha
Spoiler:
Blessings Deck Card 2
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Tup
Spoiler:
Blessings Deck Card 3
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Uliah
Spoiler:
Blessings Deck Card 4
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 11
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 14
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 15
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 16
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 19
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 22
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover

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

Golden Lake Card 2:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Golden Lake Card 3:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

Golden Lake Card 4:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Golden Lake Card 6:
Noxious Bomb
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket

Precious Mine Card 1:
Elemental Treaty
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Precious Mine Card 2:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Precious Mine Card 3:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_

Precious Mine Card 4:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine Card 5:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Precious Mine Card 6:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_

Precious Mine Card 7:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

Quarry Card 1:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Quarry Card 2:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Quarry Card 3:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Quarry Card 4:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Quarry Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Quarry Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Quarry Card 7:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Quarry Card 8:
Fire Gecko
Ally C
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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

Hot Springs Card 1 (Hyaenodon):
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_

Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_

Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_

Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_

Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_

Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Peasant Tombs Card 2:
Bladeguard
Item C
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

Peasant Tombs Card 3:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Peasant Tombs Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

Peasant Tombs Card 5:
Acid Pool
Henchman C
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_

Peasant Tombs Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Peasant Tombs Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Peasant Tombs Card 9:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

Peasant Tombs Card 10:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

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

Stonework Passages Card 2:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

Stonework Passages Card 3:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Stonework Passages Card 4:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Stonework Passages Card 5:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Stonework Passages Card 6:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

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

Ruined Temple Card 1:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

Ruined Temple Card 2:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

Ruined Temple Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Ruined Temple Card 4:
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_

Ruined Temple Card 5:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Ruined Temple Card 6:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Ruined Temple Card 7:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Ruined Temple Card 9:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

Ruined Temple Card 10:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_


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

Merisiel starts her turn by revealing appleslayer to recharge Zae from his discard pile

She moves to the ruined temple and encounters a clansman

charisma 8: 1d8 ⇒ 4

but like a lot of elves she doesnt get on with dwarves

She then discards appleslayer and recharges her stalking armour to move to the peasant tombs and examine the top card it is a blessing of wadjet

She does not explore and ends her turn

Merisiel wrote:

Hand: Short sword +1, Blessing of the elements, Kama, Thieves tools, Flawless monocle,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

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


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

Still circling the sun-rippled lake, Radovan approaches a clearing of no obvious consequence. explore On further inspection, a pentacle reveals itself at the clearing's center; around it, the air begins to swirl and sparkle. I back away to avoid being broken by the void.

I find a Void Glyph. Would take many blessings to defeat, so I'll evade w/ Quang and explore again with a BoG.

Random card after location shuffle: 1d6 ⇒ 6

Almost clear of the preternatural haze, I inadvertently step on a glass bottle and destroy its contents. *wrinkle nose* Quite a stink, so I'll evacuate before trouble traces the odor here and finds me exposed.

Noxious Bomb found. Auto-fail to acquire. I may move away next turn, since I don't necessarily want to encounter the Void Glyph again. Note that Golden Lake needs to be explored randomly (location shuffle) until a game update. Resetting hand:

Radovan wrote:

Hand: B of Thoth, Sage's Journal, Captain's Cutlass, Rapier 1, B of Abadar,

Displayed: CW spy; Quang and Viridio forms; Norge display: monsters [x lvlB, x lvl1]; Quang display: boons + monsters [1 lvlB, x lvl1]; Viridio display: monsters [x lvlB, x lvl1] {only 2 forms active},
Deck: 8 Discard: 2 Buried: 0
Notes: Blessings available. w/ Quang I can evade encounters at will. Assume I evade all summoned banes, unless we need to kill to defeat.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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

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

Grand Lodge

Female Angelkin Magus

Talitha continues her exploration in the flooded mine.

She finds a scroll of Elemental Treaty and pockets it for later use.
Arcane 4: 1d10 + 3 ⇒ (6) + 3 = 9

(Explore via Magical Child)
She also finds a Kopis dagger (weapon B). Apparently the workers in this mine left everything behind in a hurry!
Dex 5: 1d6 ⇒ 2
However, it is pitted and rusted.

(Explore via Blessing of the Spellbound)
Pressing onwards into the mine, a Ghost Scorpion swims through the currents towards her. Talitha senses that the scorpion is trapped in the flooded mine. Normally she might try to relocate it, but given her situation and the pursuers after her, she casts Life Drain to use the scorpion's energy for their mission.
Combat 9: 1d10 + 3 + 2d4 ⇒ (5) + 3 + (1, 4) = 13
Arcane 9 recharge: 1d10 + 3 ⇒ (8) + 3 = 11
Heal random card: 1d4 ⇒ 2 -> Blessing of the Gods 2

Having spent her spell, Talitha pauses and adjusts her pack so she can wield her staff.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Tussah Silk Coat, Blessing of the Spellbound 1, Blessing of the Gods 1, Explorer's Staff, Compass

Displayed:
Deck: 8 Discard: 3 Buried: 0

Paizo perk reroll: USED this scenario.

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

Favored Card: Blessing
Hand Size 5 ☑6
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.



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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor 
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Random Items:
Spoiler:
Twitch Tonic
Item B
Traits: Liquid  Alchemical 
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location_ Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_
Spoiler:
Brilliance of Ra
Item B
Traits: Trigger  Object  Magic  Ra 
To Acquire: Strength Knowledge Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card_ Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait_ Recharge this card to add the Fire trait to your check_
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Random Allies:
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf  Cleric  Basic 
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider  Curse  Poison  Veteran 
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 11, Tup/MikeODonnell

Top of Blessing Discard Pile:

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

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Uliah
Spoiler:
Blessings Deck Card 1
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Merisiel
Spoiler:
Blessings Deck Card 2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Radovan
Spoiler:
Blessings Deck Card 3
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Talitha
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 11
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 12
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 13
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 16
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 19
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover

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

Golden Lake Card 2:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Golden Lake Card 3:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Golden Lake Card 4:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket, None

Precious Mine Card 1:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine Card 2:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Precious Mine Card 3:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_

Precious Mine Card 4:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

Quarry Card 1:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Quarry Card 2:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Quarry Card 3:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Quarry Card 4:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Quarry Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Quarry Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Quarry Card 7:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Quarry Card 8:
Fire Gecko
Ally C
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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Hot Springs Card 1 (Hyaenodon):
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_

Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_

Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_

Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_

Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_

Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

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

Peasant Tombs Card 2:
Bladeguard
Item C
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

Peasant Tombs Card 3:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Peasant Tombs Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

Peasant Tombs Card 5:
Acid Pool
Henchman C
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_

Peasant Tombs Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Peasant Tombs Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Peasant Tombs Card 9:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

Peasant Tombs Card 10:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

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

Stonework Passages Card 2:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

Stonework Passages Card 3:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Stonework Passages Card 4:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Stonework Passages Card 5:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Stonework Passages Card 6:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

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

Ruined Temple Card 1:
Pahmet Clansman
Ally B
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

Ruined Temple Card 2:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

Ruined Temple Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Ruined Temple Card 4:
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_

Ruined Temple Card 5:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Ruined Temple Card 6:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Ruined Temple Card 7:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Ruined Temple Card 9:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

Ruined Temple Card 10:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

The Exchange

Tup decides he's had enough of the Quarry for a bit and moves over to the Ruined Temple.

He spots a Pahmet Clansman. Realizing its his friend and heads over to talk with him. Diplomacy6check: 1d12 + 3 ⇒ (10) + 3 = 13

The two continue searching the temple (discarding Pahmet Clansman to explore).

Tup eyes a Flame Staff up against the wall and grabs it. Arcane4check: 1d12 + 2 ⇒ (2) + 2 = 4

Tup plays with the Flame staff for a bit before putting it away. (discard Flame Staff)

Tup wrote:

Hand: Immolate, Giant Slug, Anubis Staff, Bloodscent, Blessing of Lamashtu, Blessing of the Elements

I'm good for 1 recharge if needed. Both blessings are up for use.


Uliah will continue down the Passages. Gee, they sure are long... Oh look, Burning Tar. I wonder who left that here... Horus, can I get some help on this?

Dex 6: 3d6 ⇒ (5, 1, 5) = 11 Got it! Thanks buddy! :)

BotG to go again. Wow, a Malfunctioning Deathtrap. Who the heck built this tunnel? Talitha, mind sending your Blessing of the Gods my way? I've got an Abadar up so that will be two dice.

Dex 5: 3d6 ⇒ (2, 6, 4) = 12 Phew, dodged that one too.

I'm tired after all these traps. Stopping here.

Uliah wrote:

Hand: Hammer, Fire Snake, Remove Curse, Shield Cloak, Longsword,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor 
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Random Items:
Spoiler:
Twitch Tonic
Item B
Traits: Liquid  Alchemical 
To Acquire: Intelligence Craft 6
Discard this card to examine the top card of your location, then explore your location_ Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_
Spoiler:
Brilliance of Ra
Item B
Traits: Trigger  Object  Magic  Ra 
To Acquire: Strength Knowledge Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card_ Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait_ Recharge this card to add the Fire trait to your check_
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Random Allies:
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf  Cleric  Basic 
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider  Curse  Poison  Veteran 
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 13, Merisiel/thejeffUK

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Radovan
Spoiler:
Blessings Deck Card 1
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Talitha
Spoiler:
Blessings Deck Card 2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Tup
Spoiler:
Blessings Deck Card 3
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Uliah
Spoiler:
Blessings Deck Card 4
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 9
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 11
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 17
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, (contains Fire Hydra & Void Glyph)

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

Golden Lake Card 2:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Golden Lake Card 3:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Golden Lake Card 4:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Talitha/Wikwocket

Precious Mine Card 1:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine Card 2:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Precious Mine Card 3:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic
To Defeat:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_

Precious Mine Card 4:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Quarry Card 1:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated by at least 4, draw an item from the box_
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

Quarry Card 2:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Quarry Card 3:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Quarry Card 4:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Quarry Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Quarry Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Quarry Card 7:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Quarry Card 8:
Fire Gecko
Ally C
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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Hot Springs Card 1 (Hyaenodon):
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_

Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_

Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_

Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_

Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_

Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/thejeffUK

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

Peasant Tombs Card 2:
Bladeguard
Item C
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

Peasant Tombs Card 3:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Peasant Tombs Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

Peasant Tombs Card 5:
Acid Pool
Henchman C
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_

Peasant Tombs Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Peasant Tombs Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Peasant Tombs Card 9:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

Peasant Tombs Card 10:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Stonework Passages Card 1:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

Stonework Passages Card 2:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Stonework Passages Card 3:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Stonework Passages Card 4:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Stonework Passages Card 5:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Tup/MikeODonnell

Ruined Temple Card 1:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Ruined Temple Card 3:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Ruined Temple Card 4:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Ruined Temple Card 5:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Ruined Temple Card 6:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

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

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


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

Merisiel head to the quarry and uses her thieves tools to open up the baited jewel box

disable recharge 8: 1d12 + 3 ⇒ (2) + 3 = 5

the tools breeak but she finds a Twitch tonic she drinks it to see what lies ahead

A magic staff but she is wary of the magics protecting it and it disappears Anubis Staff banished

Merisiel wrote:

Hand: Short sword +1, Blessing of the elements, Kama, Blessing of the ancients 2, Flawless monocle,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

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

Turn done hand reset


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

Turn over B of Abadar, travel to Precious Mine

Upon arrival, Talitha provides a run-down of the neverending pile of refuse that's been pulled from the local depths. Apparently we've encountered the only mining operation that's been named sarcastically. To complete the insult, all we need is for a wind-up employee to go berzerk and attempt to kill us both.

As our conversation concludes, I notice the unusual transformation of the eyes of the nearest excavator - a murderous red. Based on the construct's posture and intent, I assume that its alchemical guidance systems have been altered to remove organs rather than jewels. I take immediate action, as I have no desire for our discarded flesh to be added to the pile of gimcracks that already exists.

Mining construct encountered. Henchman! Immune to poison, so Viridio bonuses are ignored. Also, increased 1d6 difficult due to location effect. Difficulty increase: 1d6 ⇒ 1 To defeat now 10+1=11.

Used a blessing for the second 1d8 and also using Sage's Journal. Talitha, did you want to bury a second blessing so you have access to another reroll?

Combat 11 to defeat: 2d8 + 3d4 + 1 + 1d4 ⇒ (4, 1) + (2, 1, 1) + 1 + (4) = 14

My rapier puts the attacker down, and the color leaves its eyes completely. From assassin to mannequin in a moment's time.

Defeated by less than 6, so get random item from box: Twitch Tonic. Lets me discard to examine/explore.

Now to close location, using Tup's Blessing of Elements if he's game:

Strength 7 to close w/ blessing and buried Quang boon: 2d8 + 1d6 ⇒ (6, 1) + (3) = 10

LOCATION CLOSED. Captain's Cutlass discarded to make room for new item. Hand reset:

Radovan wrote:

Hand: B of Thoth, Sage's Journal, Twitch Tonic, Rapier 1, B of Abadar,

Displayed: CW spy; Quang and Viridio forms; Norge display: monsters [x lvlB, x lvl1]; Quang display: boons + monsters [x lvlB, x lvl1]; Viridio display: monsters [x lvlB, x lvl1] {only 2 forms active},
Deck: 8 Discard: 3 Buried: 0
Notes: Blessings available. w/ Quang I can evade encounters at will. Assume I evade all summoned banes, unless we need to kill to defeat.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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

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


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

Sorry, appears that Merisiel already got the Twitch Tonic. I get a Brilliance of Ra item instead. I'll discard that instead of Captain's Cutlass. Hand update:

Radovan wrote:

Hand: B of Thoth, Sage's Journal, Captain's Cutlass, Rapier 1, B of Abadar,

Displayed: CW spy; Quang and Viridio forms; Norge display: monsters [x lvlB, x lvl1]; Quang display: boons + monsters [x lvlB, x lvl1]; Viridio display: monsters [x lvlB, x lvl1] {only 2 forms active},
Deck: 8 Discard: 3 Buried: 0
Notes: Blessings available. w/ Quang I can evade encounters at will. Assume I evade all summoned banes, unless we need to kill to defeat.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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

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


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

Per hangout discussion, I may have gotten the Twitch Tonic after all. Ignore previous post. Sorry for the clutter.

Grand Lodge

Female Angelkin Magus

Talitha observes Uliah and Radovan get into their usual amounts of trouble... boys will be boys, it seems.

She sends some angelic grace their way, and ponders what would become of them, without her to watch over them? Good thing the Pathfinder guild sent her along.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Tussah Silk Coat, Explorer's Staff, Compass

Displayed:
Deck: 8 Discard: 3 Buried: 2

Paizo perk reroll: USED this scenario.

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

Favored Card: Blessing
Hand Size 5 ☑6
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.



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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor 
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Random Items:
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Compass
Item B
Traits: Object  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_ Discard this card to explore your location_
Spoiler:
Holy Water Grenade
Item C
Traits: Liquid  Magic  Divine  Basic 
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Random Allies:
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf  Cleric  Basic 
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider  Curse  Poison  Veteran 
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 15, Talitha/Wikwocket

Top of Blessing Discard Pile:

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

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Tup
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Uliah
Spoiler:
Blessings Deck Card 2
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Merisiel
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Radovan
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 9
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 15
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Golden Lake Card 2:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Golden Lake Card 3:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_

Golden Lake Card 4:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover, Talitha/Wikwocket

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

Quarry Card 1:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Quarry Card 2:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Quarry Card 3:
Fire Gecko
Ally C
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_

Quarry Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Quarry Card 5:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Quarry Card 6:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Quarry Card 7:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Hot Springs Card 1 (Hyaenodon):
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_

Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_

Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_

Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_

Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_

Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Peasant Tombs Card 2:
Bladeguard
Item C
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

Peasant Tombs Card 3:
Dry Quicksand
Barrier B
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Peasant Tombs Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

Peasant Tombs Card 5:
Acid Pool
Henchman C
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_

Peasant Tombs Card 6:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Peasant Tombs Card 8:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Peasant Tombs Card 9:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

Peasant Tombs Card 10:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Stonework Passages Card 1:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

Stonework Passages Card 2:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Stonework Passages Card 3:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Stonework Passages Card 4:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Stonework Passages Card 5:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Tup/MikeODonnell

Ruined Temple Card 1:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Ruined Temple Card 3:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Ruined Temple Card 4:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Ruined Temple Card 5:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Ruined Temple Card 6:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

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

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

Grand Lodge

Female Angelkin Magus

Radovan and Talitha are sure they've found everything of interest in the mine. She moves on, advising Radovan to stay out of trouble with a wink.

She swims on towards the Peasant Tombs. She feels the Blessing of Wadjet. Requesting Merisiel's Blessing of the Ancients, which will recharge.
Int 7: 2d6 ⇒ (4, 5) = 9 -> acquired

The peasant tombs have not been well maintained. At a crossroads, she consults her Compass to see where to head. She heads in what she thinks is the best direction. She does see a discarded potion of Bladeguard that might be useful.
Int 6: 1d6 ⇒ 1
But it looks like it is past the potion's expiration date... by a few hundred years.

She summons the power from the Blessing of Wadjet she felt earlier, to press on. Wadjet cautions her that there is Dry Quicksand ahead (examined). Talitha estimates she can make it around the hazard though, and she tries to stay on the solid parts of the ground.
Dex 9, use Magus Arcana for d6: 2d6 ⇒ (4, 3) = 7
She mis-steps, and starts sinking...
Dex 9, reroll by recharging a blessing: 2d6 ⇒ (3, 1) = 4
She tries to channel her magic to free herself...
Dex 9, reroll by recharging a blessing: 2d6 ⇒ (1, 2) = 3
... but she is stuck deep in the quicksand!

She spends some time debating whether to call for help, admitting that she got into a bit too much trouble, or try to free herself from the muck.
Talitha is shuffled into the location. I can still explore, but evade banes, and can't move, until someone finds me.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Tussah Silk Coat, Blessing of the Spellbound 2, Life Drain, Explorer's Staff, Remove Curse

Displayed:
Deck: 7 Discard: 5 Buried: 0

Paizo perk reroll: USED this scenario.

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

Favored Card: Blessing
Hand Size 5 ☑6
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.


The Exchange

Tup hears Radovan calls for assistance and sends him thoughts of fire. (discard Blessing of the Elements)

Tup then starts to thing about burning gnolls. Charisma6check: 1d12 + 1 ⇒ (12) + 1 = 13 and remembers a Blessing of the Elements.

He then continues searching the temple. (discarding Blessing of the Elements)

He spots a prayer requesting a Blessing of Wadjet written on the wall. He turns not wanting to the writing to steal words from his head. Intelligence7: 1d6 ⇒ 1

Tup wrote:

Hand: Immolate, Giant Slug, Anubis Staff, Bloodscent, Blessing of Lamashtu, Doghide Armor Notes: I'm good for 2 recharges if needed. Blessing of Lamashtu is available.


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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor 
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Random Items:
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Compass
Item B
Traits: Object  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_ Discard this card to explore your location_
Spoiler:
Holy Water Grenade
Item C
Traits: Liquid  Magic  Divine  Basic 
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Random Allies:
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf  Cleric  Basic 
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider  Curse  Poison  Veteran 
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 15, Talitha/Wikwocket

Top of Blessing Discard Pile:

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

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 9
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 15
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Golden Lake Card 1:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_
Golden Lake Card 2:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Golden Lake Card 3:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_
Golden Lake Card 4:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover

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

Quarry Card 1:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Quarry Card 2:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_
Quarry Card 3:
Fire Gecko
Ally C
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_
Quarry Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Quarry Card 5:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Quarry Card 6:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_
Quarry Card 7:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Hot Springs Card 1 (Hyaenodon):
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_
Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_
Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_
Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_
Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_
Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Talitha/Wikwocket,

Dry Quicksand:

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

Peasant Tombs Card 1:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_
Peasant Tombs Card 2:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_
Peasant Tombs Card 3:
Character 1
Token B
Traits:
This represents a character.
Peasant Tombs Card 4:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_
Peasant Tombs Card 5:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_
Peasant Tombs Card 6:
Acid Pool
Henchman C
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_
Peasant Tombs Card 7:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Peasant Tombs Card 8:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Stonework Passages Card 1:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_
Stonework Passages Card 2:
Crocodile Skin Shield
Armor C
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
Stonework Passages Card 3:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Stonework Passages Card 4:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Stonework Passages Card 5:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tup/MikeODonnell

Ruined Temple Card 1:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Ruined Temple Card 2:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Ruined Temple Card 3:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Ruined Temple Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Ruined Temple Card 5:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_
Ruined Temple Card 6:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_


Uliah continues his long slog down the Passages.

Kiya, looks like you forgot to banish the deathtrap I defeated last round. Just skipping that card.

Hey, it's a Crocodile Skin Shield. Something that won't try to kill me. That's nice.

Con 4: 1d6 ⇒ 4 Got it!

Sadly, that's all I can do this turn. Discarding my hammer and the shield to hopefully pick up something more useful.

Uliah wrote:

Hand: Pyrotechnic Blast, Fire Snake, Remove Curse, Shield Cloak, Longsword,

Displayed:
Deck: 6 Discard: 7 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:

Skills and Powers:
SKILLS

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

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


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

Merisiel flips a blessing of nethys and explores the quarry and finds a mining construct

She stabs it with her short sword recharging flawless monocle

melee 10: 1d12 + 3 + 1d6 + 1 + 1d6 ⇒ (3) + 3 + (4) + 1 + (6) = 17

She spot a feather of Matt in its workings after she defeats it

uses her blessing of the elements and one other

con 7: 3d6 ⇒ (3, 2, 6) = 11

Quarry closed Kama discarded

Hand reset

Merisiel wrote:

Hand: Short sword +1, Captains Cutlass, Crocodile skin armour, Blessing of the ancients 2, Compass,

Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes: Blessings available (except blessing of the spy which only merisiel can use)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d12 [X1 ] +1 [ ] +2 [ ]+3 [ ]+4
Acrobatics Dexterity +2
Disable dexterity +2
Stealth Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Inteligence d6 [ ] +1 [ ] +2
Craft Inteligence +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2

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


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

Discarding B of Abadar to help with Merisiel's close. Flip blessing - I think B of Elements

Radovan hears strained cries for assistance from Talitha, but has difficulty pinpointing their location. Relying on his bodyguard's intuition, he sets out for the Tombs.

travel to Peasant Tombs and explore

A gravemound shifts and releases a deadly spray, despite Radovan's careful steps.

Disable 7 to defeat Alchemical Gas w/ recharged BoE from Merisiel: 2d8 + 2 ⇒ (8, 1) + 2 = 11

Radovan quaffs the twitch potion to provide an energy boost to continue his search. He twists his ankle on a staff in his hurry to find Tal.

Strength 9 to acquire: 1d8 + 1 ⇒ (3) + 1 = 4

The crook snaps under his weight and Radovan pushes forward. "Talitha, call out! Where are you?"

Failed to acquire crook. Hand reset:

Radovan wrote:

Hand: B of Thoth, Sage's Journal, Thieves' Tools, Rapier 1, Rapier 2,

Displayed: CW spy; Quang and Viridio forms; Norge display: monsters [x lvlB, x lvl1]; Quang display: boons + monsters [x lvlB, x lvl1]; Viridio display: monsters [x lvlB, x lvl1] {only 2 forms active},
Deck: 6 Discard: 6 Buried: 0
Notes: One blessings available. w/ Quang I can evade encounters at will. Assume I evade all summoned banes, unless we need to kill to defeat.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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

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


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

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait,  subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.
Additional Rules: Here are some random cards in case you need them:

Random Monsters:
Spoiler:
Shock Elemental
Monster B
Traits: Elemental  Outsider  Electricity  Basic 
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Spoiler:
Bonecrusher Wizard
Monster B
Traits: Trigger  Bonecrusher  Wizard  Elite 
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_ Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_ After you act, the Bonecrusher Wizard deals 1 Poison damage to you_
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger  Vermin  Acid  Elite 
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Spoiler:
Sand Creeper
Monster B
Traits: Trigger  Elemental  Outsider  Basic 
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_ The Sand Creeper is immune to the Piercing and Slashing traits_ Before you act, recharge all cards in your hand that have the Electricity trait_
Spoiler:
Bonecrusher Hunter
Monster B
Traits: Trigger  Bonecrusher  Veteran 
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_
Random Barriers:
Spoiler:
The Third Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
Spoiler:
Poison Blade Trap[b]
Barrier B
Traits: Trap  Poison  Slashing  Elite 
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_
Spoiler:
[b]Corridor Dart Trap
Barrier B
Traits: Trap  Construct  Veteran 
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Spoiler:
The First Law
Barrier 1
Traits: Trigger  Curse  Law  Elite 
To Defeat: None
When you examine this card, encounter it_ Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_
Random Weapons:
Spoiler:
Kukri
Weapon B
Traits: Knife  Melee  Slashing  Finesse  Basic 
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_ When playing another weapon, you may discard this card to add 1d4 to your combat check_
Spoiler:
Explorer's Staff]
Weapon C
Traits: Staff  Melee  Bludgeoning  2-Handed  Basic 
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Spoiler:
[b]Staff of Focus
Weapon B
Traits: Staff  Melee  Bludgeoning  2-Handed  Magic  Elite 
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_ Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Spoiler:
Shotel
Weapon B
Traits: Scythe  Melee  Slashing  Finesse  Elite 
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_
Random Spells:
Spoiler:
Acid Jet
Spell C
Traits: Magic  Arcane  Divine  Attack  Acid  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_ After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spoiler:
Clinging Venom
Spell B
Traits: Magic  Arcane  Divine  Attack  Poison  Elite 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Spoiler:
Holy Light
Spell B
Traits: Magic  Divine  Attack  Elite 
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_ 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:
Viper Strike
Spell C
Traits: Magic  Arcane  Divine  Attack  Poison  Basic 
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Random Armor:
Spoiler:
Burglar's Buckler
Armor 1
Traits: Shield 
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_ Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_
Spoiler:
Vented Plate Mail
Armor C
Traits: Heavy Armor  Elite 
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_ Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor  Basic 
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Spoiler:
Bone Lamellar
Armor 1
Traits: Light Armor 
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_ If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_
Random Items:
Spoiler:
Feather of Maat
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:
Wing of Horus
Item B
Traits: Trigger  Object  Magic  Horus 
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card_ Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait_ Recharge this card to add the Electricity trait to your check_
Spoiler:
Potion of Healing
Item B
Traits: Liquid  Alchemical  Healing 
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_
Spoiler:
Compass
Item B
Traits: Object  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_ Discard this card to explore your location_
Spoiler:
Holy Water Grenade
Item C
Traits: Liquid  Magic  Divine  Basic 
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Random Allies:
Spoiler:
Neb-at
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:
Shock Lizard
Ally B
Traits: Animal  Electricity  Basic 
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_ Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Spoiler:
Dhabba
Ally B
Traits: Animal  Poison  Basic 
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_ Discard this card to explore your location_
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead  Ghost  Incorporeal 
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Spoiler:
Pahmet Clansman
Ally B
Traits: Dwarf  Cleric  Basic 
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_ Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Random Blessings:
Spoiler:
Blessing of the Elements
Blessing C
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic 
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_
Spoiler:
Blessing of Wadjet
Blessing B
Traits: Divine  Wadjet 
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_ Discard this card to add 2d8 to any check to acquire a boon_ Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_ After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessing of Bastet
Blessing B
Traits: Divine  Bastet  Gambling 
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessing of the Ancients
Blessing B
Traits: Divine  Basic 
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Henchmen you might need:

Voices of the Spire:

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

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_
Graven Guardian of Nethys:

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_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider  Curse  Poison  Veteran 
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 20, Talitha/Wikwocket

Top of Blessing Discard Pile:

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

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Tup
Spoiler:
Blessings Deck Card 1
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Uliah
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Merisiel
Spoiler:
Blessings Deck Card 3
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Radovan
Spoiler:
Blessings Deck Card 4
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Golden Lake Card 1:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_
Golden Lake Card 2:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Golden Lake Card 3:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_
Each character may play no more than 1 card on the check to defeat_
Golden Lake Card 4:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Golden Lake Card 5:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Precious Mine
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

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

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Hot Springs Card 1 (Hyaenodon):
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_
Hot Springs Card 2:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_
Hot Springs Card 3:
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Hot Springs Card 4:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
Hot Springs Card 5:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Hot Springs Card 6:
Magnifying Glass
Item C
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_
Hot Springs Card 7:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_
Hot Springs Card 8:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_
Hot Springs Card 9:
Crocodile Skin Madu
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_
Hot Springs Card 10:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter_
At the end of your turn, discard this card to move_
Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Radovan/wkover, Talitha/Wikwocket

Dry Quicksand:

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

Peasant Tombs Card 1:
Character 1
Token B
Traits:
This represents a character.
Peasant Tombs Card 2:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_
Peasant Tombs Card 3:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_
Peasant Tombs Card 4:
Acid Pool
Henchman C
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_
Peasant Tombs Card 5:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
Peasant Tombs Card 6:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Uliah/Myrddin1209

Stonework Passages Card 1:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Stonework Passages Card 2:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Stonework Passages Card 3:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
If the check to defeat has the Acid trait, add 3_

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tup/MikeODonnell

Ruined Temple Card 1:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_
Ruined Temple Card 2:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Ruined Temple Card 3:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Ruined Temple Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_
Ruined Temple Card 5:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic
To Defeat:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_
Ruined Temple Card 6:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Grand Lodge

Female Angelkin Magus

Talitha hears Radovan calling for her around a corner, and tries to free herself before he arrives.

Explore, find Character 1, banish Dry Quicksand.

She manages to use her staff to brace herself, and push herself to some more solid ground, where she can climb out of the much.

Explore via Blessing of the Spellbound.
While she is catching her breath, a Caravan Raider using some cobbled-together breathing apparatus swims towards her, and brandishes a harpoon! Talitha is exhausted from her struggles, so she casts Life Drain to "borrow" some energy from the brigand.
Combat 10: 1d10 + 3 + 2d4 ⇒ (6) + 3 + (4, 3) = 16
Card healed: 1d6 ⇒ 2 -> Magical Child
Life Drain recharge Arcane 9: 1d10 + 3 ⇒ (9) + 3 = 12
The raider falls unconscious, and Talitha feels recharged.

Radovan finally rounds the corner. Talitha radiates calmness and composure as she greets him.

Talitha, Angelkin Magus wrote:

Hand: Magus Arcana, Tussah Silk Coat, Locate Object, Blessing of the Gods 2, Explorer's Staff, Remove Curse

Displayed:
Deck: 7 Discard: 5 Buried: 0

Paizo perk reroll: USED this scenario.

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

Favored Card: Blessing
Hand Size 5 ☑6
Proficient with: Weapons
Powers:
When you would discard a spell for a power on a boon that has the Staff trait, you may discard or bury a blessing (☐ or any boon) instead.
On any check, when you would discard a blessing, you may bury it instead.
You may recharge a buried blessing to (☐ succeed at your check to recharge a spell or to) reroll the dice (☐ or one die) on any of your checks; take the new result.


The Exchange

Tup continues exploring the Ruined Temple. He eyes a parchment and quickly glances at the words. Arcane4check: 1d12 + 2 ⇒ (11) + 2 = 13 Tup picks up the scroll of Viper Strike.

Tup takes some time going through his pack and dumps a few things on the ground. (discarding Doghide Armor, Bloodscent)

Tup wrote:

Hand: Immolate, Potion of Fortitude, Anubis Staff, Deliverance, Blessing of Lamashtu, Viper Strike Notes: I'm good for 2 recharges if needed. Blessing of Lamashtu is available if we need to temp close Ruined Temple

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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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