| Merisiel the Shadow 1008 |
Hand: Appleslayer, Blessing of the elements, Sages Jounal, Compass, Blessing of the ancients,
Displayed:
Deck: 9 Discard: 0 Buried: 2
Notes: Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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, [X1] 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
Grimsnik
|
Tup starts flinging fire to assist Radovan. (recharging Alchemist's Fire, Deliverance, Potion of Fortitude and Doghide Armor)
Tup moves to the Precinct of Left Eyes and casts Cure on Uliah. Heal: 1d4 + 1 ⇒ (2) + 1 = 3 (banish Cure)
Tup then takes some time to see what he has left in his bag.
Hand: Turtle, Reformarium Servant, Burning Snot, Blessing of The Gobs 2, Alchemist's Fire, Potion of Fortitude
Displayed: Elemental Treaty
Deck: 7 Discard: 3 Buried: 1
Notes: T-Shirt Re-roll: Available. Playmat: available. I'm good for 3 recharges. Blessing of Gobs is available.
| Merisiel the Shadow 1008 |
Merisiel heads to the precint of left Eyes and spots a sandcreeper lurking near Tup and Ulliah she shouts a warning
Turn done
(explored and evaded)
Hand: Appleslayer, Blessing of the elements, Sages Journal, Compass, Blessing of the ancients,
Displayed:
Deck: 8 Discard: 0 Buried: 2
Notes: Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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, [X1] 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
| BR Kiya |
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: At the start of the scenario, each character suffers a scourge.
At the end of your turn, you may examine the top card of your location deck
Turn: 15, Radovan/wkover
Monsters
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_
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_
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_
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits_
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_
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_
Barriers
Barrier C
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_
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_
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_
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
Barrier C
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_
Weapons
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait_ If any d6 rolled on this check is a 6, count it as 7_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Spells
Spell 1
Traits:
Magic
Acrance
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon_ Encounter that boon, then shuffle your location_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
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_
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Armors
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_
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_
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
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_
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3_ You may also play an armor that has the Light Armor trait on this check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Items
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_
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_
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_
Item B
Traits:
Accessory
Alchemical To Acquire:
Intelligence
Perception 6
Reveal this card to add 1d4 to your Perception check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order_
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile_
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities_ Then succeed at a Craft or Disable 7 check or bury the top card of your deck_
Allies
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_
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration.
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card_ If you fail the check to acquire this card, banish a boon that does not have the Basic trait_
Discard this card to explore your location_ Add 1d4 to your Charisma checks and checks to acquire boons during this exploration_
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait_
Discard this card to examine the top 3 cards of your location_ Then you may explore your location_
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_
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
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_
Top of Blessing Discard Pile:
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessings Remaining: 14
Blessings Deck
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
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_
Sandstorm
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck_ Then banish this card_
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
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_
Sandstorm
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck_ Then banish this card_
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
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_
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_
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_
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_
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_
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_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
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_
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_
Crypt
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
Peasant Tombs
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
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None,
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_
Villain 1
Type: Monster
Traits:
Undead
Wizard
Aristocrat
To Defeat:
Combat 14
Velriana Unborn is immune to the Mental and Poison traits_
Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_
Barrier B
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Surgery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket, None
Embalming Parlor
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
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/thejeffUK, Tup/MikeODonnell, Uliah/Myrddin1209
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_
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_
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_
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_
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_
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_
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_
Mausoleum
At This Location: You may bury a card to add 1 die to any check that invokes the Undead trait.
When Closing: Summon and defeat the henchman Voices of the Spire.
When Permanently Closed: On closing, you may recharge any number of cards in your discard pile that have the Divine trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover
Henchman C
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_
| wkover - Radovan |
The Aghash rises from its sarcophagus and focuses on the only remaining explorer. Its eye flashes, almost remembering a piece of its human life.
The image disappears, then the hunger returns.
Combat 13 w/rapier and banished monster: 2d8 + 3d4 + 2 ⇒ (1, 6) + (1, 3, 4) + 2 = 17
Calling up a final display of human emotion - despair - the defeated ghoul shrieks and lies still.
A Voice echoes down the hall to make a final effort to maintain possession of the Mausoleum.
check to close vs. Voice of the Spire
Combat 10 w/ rapier: 1d8 + 3d4 + 2 ⇒ (6) + (1, 3, 1) + 2 = 13
Both enemies eliminated, the locale has been purged.
LOCATION CLOSED. Per Closing effect, all Divine cards in discard are recharged. However, I also get a Curse of Vulnerability from defeating the Voice via combat. Finally, curse of ravenous roll: CoR #: 1d4 ⇒ 2 = items = no effect.
Hand reset:
Hand: B of Abadar, Quick-Change Mask, Red Leathers, Rapier 1, BoG 2,
Displayed: C of Vul; CW Spy; C of Rav; Norge and Quang 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: 10 Discard: 3 Buried: 1
Notes: Blessings available.
Sideboard cards:
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
| BR Kiya |
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: At the start of the scenario, each character suffers a scourge.
At the end of your turn, you may examine the top card of your location deck
Turn: 16, Talitha/Wikwocket
Monsters
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_
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
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_
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_
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_
Barriers
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
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_
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_
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_
Weapons
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_
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait_ If any d6 rolled on this check is a 6, count it as 7_
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_
Spells
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Acrance
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon_ Encounter that boon, then shuffle your location_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Armors
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
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_
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_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Items
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_
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_
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Item B
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_
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Allies
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
Recharge this card to add 1d8 to the Survival check of a character at your location_
Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_
Ally B
Traits:
Animal To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check_
Recharge this card to add 1d4 to a combat check at another location_
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck_
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
Discard this card to explore your location_
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_
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 13
Blessings Deck
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_
Sandstorm
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck_ Then banish this card_
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
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_
Sandstorm
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck_ Then banish this card_
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
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_
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_
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_
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_
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_
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_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
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_
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_
Crypt
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
Peasant Tombs
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
Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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_
Villain 1
Type: Monster
Traits:
Undead
Wizard
Aristocrat
To Defeat:
Combat 14
Velriana Unborn is immune to the Mental and Poison traits_
Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_
Barrier B
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Surgery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Embalming Parlor
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
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Merisiel/thejeffUK, Tup/MikeODonnell, Uliah/Myrddin1209
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_
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_
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_
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_
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_
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_
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_
Mausoleum
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 Wocket
|
Talitha, having patched a wound at the Surgery, feels energized, and impatient to deal with Velriana, the now-undead obstacle to completing their mission.
She grasps her trusty staff, heads back to the Scorched Ruins, and waits for the abomination to shamble past, snarling in undeath. She leaps out at the undead creature!
Ready for close checks!
Talitha Wocket
|
Velriana turns and blasts Talitha with a frostbolt!
Wisdom 8 BYA, 2 blessings: 3d6 ⇒ (4, 6, 1) = 11
Talitha dodges out of the way. She swings her staff one-handed as she leaps, and jabs with the Kopis in her off-hand.
Combat 14, discard staff, and Kopis, 3 blessings: 3d8 + 2 + 2d6 + 1d4 ⇒ (1, 5, 8) + 2 + (2, 6) + (1) = 25
The creature is crushed by the staff, with all the pathfinders' will and power driving out the energy of undeath. The light in its eyes fades, and it ceases movement.
Talitha picks herself up and dusts off her robes, which are considerably worse for wear since beginning this mission. But another agent of evil has been stilled, so it is all worth it.
| BR Kiya |
After defeating the usij cultist a second—and hopefully final—time and swimming back to shore far away from the Aspis camp, you stop to catch your breath. It’s been a long day since you fought those gnolls, and your resources are spent. Thus, it’s quite unwelcome when you hear a woman clear her throat, and the alchemist Ridaiya Merai emerges from behind a rocky outcropping, along with numerous Aspis guards.
You can’t stop her from capturing you and confiscating the tablets, though you’re sure you remember them well enough to reproduce the map. Thinking fast, you claim to have been chasing the usij cultist who sabotaged Merai’s camp all the way from Sothis. You explain that the tablets weren’t from the Aspis’s dig site. She taps her lip, “In that case, Pathfinders, perhaps we can come to an arrangement…”
Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Game of Afterlife and 1 character may temporarily replace 1 armor in her deck with the loot Akhentepi’s Armor. At the end of each scenario, return the cards to the game box.
Adventure Reward:
Each player unlocks the ability to play Zadim from the Mummy’s Mask Base Set using the Inquisitor Class Deck.
Acquired Cards:
Dhabba (Ally B)
Crocodile Skin Armor (Armor C)
Blessing of Bastet (Blessing C)
Blessing of Pharasma (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Wadjet (Blessing B)
Elemental Treaty (Spell C)
Torch (Weapon B)
Kopis (Weapon B)
Please post your upgrades below. Don't forget to roll for rewards in the discussion thread!
| BR Kiya |
Adventure 2: Secrets Below the Sands
You had hoped that the sinking realization that a slain foe was rising from the dead would be the worst part of your day. As you turn to face the Aspis Consortium leader Ridaiya Merai, you cogitate on how to explain why you are skulking around in her camp. As her guards confiscate the tablets you worked so hard to find, your mind races through possible excuses. You set upon a scapegoat that can no longer speak for herself. Merai listens intently to your claims that you stumbled into her camp by accident in pursuit of a dangerous usij cultist, whom you killed— and then killed again. Merai taps her lip. “In that case, Pathfinders,” she says, “perhaps we can come to an arrangement…”
If your experiences with the cunning opportunism of Aspis agents have taught you anything, it is that a seeming attitude of conciliation is not cause to relax just yet.
Merai continues, “It seems, then, that you have handled a common enemy. The desert and its denizens are unforgiving. That you survived against one of the usij proves that you have the combination of wits and skill at combat to prove an asset in these harsh lands. I believe that an alliance is in the best interests of both of us.”
Your jaw drops. That was certainly not the response you expected. A spark of amusement fills Merai’s eyes. “If you prefer,” she says, “we can simply take these tablets and you can be on your way.” Thinking back on the challenges you have faced in a single day, you weigh your options. The tablets are more than a window into the past. They show the way to a far more exciting discovery: an ancient pyramid with the ability to soar through the sky! You could try to race the Aspis to the site, relying upon your memory of the tablets’ contents, or you could accept an unconventional ally against unknown dangers. The latter seems a far safer choice.
Merai nods in approval. “Rest here for the night,” she says. “We’ll chart our course in the morning.”
The next morning, the Aspis camp is buzzing with excitement. Merai wastes no time in getting to the point. “So, you’ve found a map to a sky pyramid. A place like that should have more than enough treasures to line our pockets while leaving plenty for you Pathfinders to display in a dusty museum. But we can’t head out to an expedition like that with the supplies we have right now. Let’s return to Sothis to restock. I’ll cover half of the cost, as long as your venture-captain covers the rest.”
3-2A: Raid on the Warehouse
The return journey to Sothis is smooth. Back in the lush gardens of the Sothis Pathfinder lodge, you recount the tale of your most recent adventures, starting with your unexpected allies. Venture-Captain Norden Balentiir laughs heartily at your most recent turn of events.
“An alliance with the Aspis Consortium! Well, tensions with the Consortium have been on the decline recently, but I was certainly not expecting a joint expedition. I would have expected most Aspis agents to make off with the tablets and a good deal more besides, rather than extend a hand of friendship. Where do you plan to travel?” The venture-captain leans forward, eyes widening as you speak of the maps to the ancient flying pyramid that you discovered. In hushed tones, he replies, “I trust you understand the significance of your discovery. I also trust that you understand the need for discretion when pursuing such a momentous find. Although the Consortium may be on our side this time, they are far from the only ones who could benefit greatly from the pyramid’s legacy.”
With that, the venture-captain and your Aspis allies begin preparations for a lengthy expedition into uncharted desert. You select a discreet warehouse to store your supplies and enjoy a few days’ respite from the desert sands.
The night before the expedition, you return to the warehouse to add the last of your supplies, only to notice that something is terribly wrong. You are not alone. A group of thieves is raiding your supplies! Their leader, a muscular man adorned in golden jewelry, intones a simple command.
“They’ve returned! Don’t let them leave.”
During this Adventure:
The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire: Fortitude Charisma Diplomacy 8
Recharge this card to recharge a random armor or item from your discard pile. Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
During this Scenario:
When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
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.
Locations:
Precinct of Left Eyes
At this Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
Smoking Den
At this Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
Warehouse 1
At this Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
Warehouse 2
At this Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
Warehouse 3
At this Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
Warehouse 4
At this Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
Please post your starting locations, traders, & swaps. Also, which of you will draw Minnothet during the first turn?
Grimsnik
|
Tup heads to the traders and swaps his charm animal scroll for a remove curse scroll.
He then runs to Warehouse 3.
Hand: Reformarium Servant, Cure, Blessing of Lamashtu, Blessing of the Gobs 2, Potion of Vision, Torch,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: available. I'm good for 2 recharges. Blessing of Gobs and Blessing of Lamashtu are available.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For you combat check, you may banish a card to use your acrcane skill + 1d8 and add the Attack, Fire and Magic traits. You count as playing a spell.
When another character at your location attemps a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage.
<Power 3>
<Power 4>
<Power 5>
| Merisiel the Shadow 1008 |
Merisiel declines the slim pickings and heads to sunburst to trade in a bestiary for the services of Pahmet clansman and heads for warehouse no 2
Hand: Short sword +1, Stalking armor, Thieves tools, Appleslayer, blessing of the elements,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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, [X1] 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
| Myrddin's Uliah |
Uliah will go to Sunburst for a Remove Curse and then will head to one of the Warehouses.
Hand: Fire Snake, Riding Horse, Bastard Sword, Blessing of Gorum, Blessing of the Gods,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:
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.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Additional Rules: Aspis Ally:
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire: FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile. Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Turn: 1, Tup/MikeODonnell
Monsters
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits_
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12
The Brain Ooze is immune to the Mental and Poison traits_
All damage dealt by the Brain Ooze is Electricity damage_
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat_
If undefeated, discard a spell_
Monster C
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits_
If your check to defeat has the Acid or Cold trait, add 3_
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage_
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_
Monster 2
Traits:
Undead
Elite
To Defeat:
Combat 13
The Tekenu is immune to the Mental and Poison traits_
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu_
After you act, roll 1d4_ On a 4, you are dealt 2 Acid damage_
If the check to defeat has the Divine trait, add 1d6_
Barriers
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
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_
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_
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_
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_
Weapons
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_
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_
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_
Spells
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
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_
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait_
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it_
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_
Armors
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_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
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_
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3_ You may play another armor that has the Light Armor trait on this check_
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card when you reset your hand_
Items
Item B
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Item C
Traits:
Object
Magic
Abadar To Acquire:
Disable
Perception
Arcane
Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location_
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it_
Item 2
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act_
Banish this card to banish a displayed card that has the Curse trait_
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_
Allies
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_
Ally 1
Traits:
Half-Elf
Alchemist
Hireling To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage_
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location_
Discard this card to explore your location_
Ally 2
Traits:
Trigger
Caligni
Oracle To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it back into its deck_
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn_
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location_
Ally C
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_
Ally B
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Blessings
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
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_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessings Remaining: 29
Blessings Deck
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_
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_
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_
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_
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_
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_
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_
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Weapon B
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_
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209
Item B
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_
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_
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/thejeffUK
Item 2
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location_
Recharge this card to move all characters at this location to another location_ This power cannot be used during an encounter_
Item C
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell
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_
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_
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 15 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: THIS IS THE SIEGE DECK
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_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
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_
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 9
THEN Combat 11
Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4.~If undefeated, shuffle a card from your hand or discard pile into your location deck.
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_
Barrier B
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_
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_
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_
Henchman 1
Type: Monster
Traits:
Half-Elf
Alchemist
To Defeat:
Combat 12
Before you act, each character at this location is dealt 1 Poison damage_
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck_ While displayed, characters at this location may not move, be moved, or explore_ At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you_
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card_
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_
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_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
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_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
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_
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number_
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage_
If undefeated, the Dark Stalker deals 2 Poison damage to you_
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_
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_
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_
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_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
Grimsnik
|
As Tup approaches the thieves he drinks his Potion of Vision for better clarity and observes a Dart Trap. (Banish Potion of Vision to automatically succeed at Perception 10 check).
Tup does a quick prayer and continues on. (discarding Blessing of the Gobs to explore)
He locates an Evil Eye blocking the way. His Reformarium Servant assists in removing the trap. Diplomacy10check: 1d12 + 1d4 + 2 ⇒ (8) + (2) + 2 = 12 (reveal Reformarium Servant and discarding Torch)
Tup wipes his brow as he takes a quick break.
Hand: Reformarium Servant, Cure, Blessing of Lamashtu, Frilled Lizard, Potion of Fortitude, Blessing of the Gobs 1,
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: T-Shirt Re-roll: Available. Playmat: available. Blessing of Gobs and Blessing of Lamashtu are available.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For you combat check, you may banish a card to use your acrcane skill + 1d8 and add the Attack, Fire and Magic traits. You count as playing a spell.
When another character at your location attemps a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage.
| Myrddin's Uliah |
Uliah really doesn't like thieves. Luckily, he has a sword, a snake, and a horse. He's ready for anything. A Memories of Violence. No problem. Horse, let's do this.
Divine 8: 1d10 + 1d8 + 1d4 + 3 ⇒ (4) + (7) + (4) + 3 = 18 Bye Bye silly memories. And sigh, horse. You weren't supposed to step on that magnifying glass.
BotG to go again. A Coffer Corpse. Horse, you got this first one.
Combat 8: 1d6 + 1d8 + 1d4 + 3 ⇒ (4) + (1) + (2) + 3 = 10
Good kick, horse. Now for me and my sword.
Combat 10: 1d6 + 1d8 + 1d10 + 3 ⇒ (4) + (2) + (1) + 3 = 10 Back to dust you go, corpse!
Whew, that was some hard work. Stopping here to rest.
Hand: Fire Snake, Riding Horse, Bastard Sword, Blessing of Gorum, Camel,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Deck Box Reroll: Available
Sideboard cards:
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.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Additional Rules: Aspis Ally:
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire: FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile. Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Turn: 3, Merisiel/thejeffUK
Monsters
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_
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
Damage dealt by the Quicksand Bunyip may not be reduced_
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits_
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_
Monster C
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barriers
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_
Barrier B
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_
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
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_
Weapons
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_
Weapon C
Traits:
Accessory
Melee
Piercing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4_ If any d4 rolled on this check is a 4, count it as 5_ After you act, reveal an armor or you are dealt 1 Combat damage_
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_
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait_ If any d6 rolled on this check is a 6, count it as 7_
Spells
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8_ Ignore any non-villain monster's power that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
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_
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_
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_
Armors
Armor C
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_
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card when you reset your hand_
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_
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_
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Items
Item B
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_
Item 1
Traits:
Trigger
Object
Magic
Thoth To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card_
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait_
Recharge this card to add the Cold trait to your check_
Item 1
Traits:
Staff
Magic
Divine
Healing To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile_
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait_
Item B
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_
Allies
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_
Recharge this card to add 1d6 to your checks to defeat barriers_
Discard this card to explore your location_
Ally C
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_
Ally 2
Traits:
Trigger
Caligni
Oracle To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it back into its deck_
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn_
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location_
Ally B
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Blessings
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_
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_
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_
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card 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: 27
Blessings Deck
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_
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_
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_
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_
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_
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Weapon B
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_
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None
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_
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Merisiel/thejeffUK, None
Item 2
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location_
Recharge this card to move all characters at this location to another location_ This power cannot be used during an encounter_
Item C
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell, None
Ally B
Traits:
Animal
Acid To Acquire:
Wisdom
Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location_ You may add 1d4 and the Acid trait to your combat checks during this exploration_
Recharge this card to add 1d4 and the Acid trait to your combat check_
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_
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket, None
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 14 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: THIS IS THE SIEGE DECK.
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 9
THEN Combat 11
Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4.~If undefeated, shuffle a card from your hand or discard pile into your location deck.
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_
Barrier B
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_
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_
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_
Henchman 1
Type: Monster
Traits:
Half-Elf
Alchemist
To Defeat:
Combat 12
Before you act, each character at this location is dealt 1 Poison damage_
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck_ While displayed, characters at this location may not move, be moved, or explore_ At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you_
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card_
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_
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_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
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_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
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_
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number_
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage_
If undefeated, the Dark Stalker deals 2 Poison damage to you_
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_
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_
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_
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_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
Talitha Wocket
|
Talitha starts at a warehouse but may move to the Smoking Den.
She is using the Spear of the Watchful Guardian and the Game of Afterlife.
She is skipping Trading.
Hand: Magus Arcana, Game of Afterlife, Explorer's Staff, Blessing of Kols, Blessing of the Gods 1, Fire Snake
Displayed:
Deck: 14 Discard: 0 Buried: 0Paizo perk reroll: not used this scenario.
Skills and Powers:Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
Arcane: Charisma +2
Diplomacy: Charisma +2Favored 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.
| Merisiel the Shadow 1008 |
Merisiel add Minnothet to his hand and explores finding a Raid leader
stealth 7: 1d12 + 5 ⇒ (5) + 5 = 10 (revealing stalking armour)
She sneaks up on the raider
combat 9: 1d12 + 2 + 1d6 + 1 ⇒ (6) + 2 + (6) + 1 = 15 (reveals short sword)
A well placed short sword seems only to rile him up she calls out to Minnothet for aid as she stabs again with her short sword
combat 11: 1d12 + 2 + 2d6 + 1 ⇒ (7) + 2 + (3, 3) + 1 = 16
Discards Appleslayer to move to Smoking den to examine and encounter collapsing scaffolding
defeats by discarding thieves tools
disable 8: 1d12 + 3 ⇒ (4) + 3 = 7
Resets hand and end turn
Hand: Short sword +1, Stalking armor, Compass, Zae, blessing of the elements,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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, [X1] 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
Talitha Wocket
|
Talitha hears Merisiel in trouble and rushes to help. But as she climbs up to help her, she finds herself on Collapsing Scaffolding as well!
Dex 4, Blessing of the Gods: 2d6 ⇒ (2, 6) = 8
She wobbles, but maintains her balance. She casts Fire Snake to grab onto a pillar supporting the ceiling.
Dex 7, Fire Snake: 1d10 + 3 ⇒ (6) + 3 = 9
Fire Snake Recharge Arcane 8: 1d10 + 3 ⇒ (5) + 3 = 8
The scaffolding collapses, causing some of the thieves to scatter. Talitha sculpts the fire snake into a rope, and gracefully climbs down.
Explore via Blessing of Kols.
However, one of the thieves unleashes a Ghost Scorpion! Talitha brandishes her Explorer's Staff and tries to subdue it.
Combat 9: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7
The scorpion dodges! She sweeps her staff over to catch its legs.
Reroll d6 that was 1 via Magus Arcana: 1d6 ⇒ 2
The scorpion leaps out of the way! It must be well-trained by their adversaries. Talitha swings again.
Reroll whole thing via recharging blessing: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (3) = 6
The infernal creature ducks under the staff! Momentarily losing her cool, Talitha screams as she channels her angelic magic into the staff for a powerful blow.
Reroll d8 that was 1 via Game of Afterlife: 1d6 ⇒ 4
The scorpion finally falls. Talitha catches her breath and composes herself again.
Hand: Magus Arcana, Compass, Explorer's Staff, Wand of Detect Magic, Life Drain, Blessing of the Spellbound 3
Displayed:
Deck: 12 Discard: 1 Buried: 1Paizo perk reroll: not used this scenario.
Skills and Powers:Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
Arcane: Charisma +2
Diplomacy: Charisma +2Favored 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.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 5, Tup/MikeODonnell
Monsters
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
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_
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_
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait_
Before you act, draw a random scourge from the box_
Barriers
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_
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_
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_
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_
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_
Weapons
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait_
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result_
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_
Recharge this card to ignore a non-villain bane's power that happens after you act_
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_
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_
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_
Spells
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_
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_
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
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_
Armors
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3_ You may play another armor that has the Light Armor trait on this check_
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0_
If proficient with light armors, you may recharge this card when you reset your hand_
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_
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce all damage dealt to you by 3_ If proficient with light armors, you may also play another armor on this check_
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_
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_
Items
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_
Item 2
Traits:
Liquid
Alchemical
Mummy To Acquire:
Intelligence
Craft 8
Banish this card to banish a displayed card that has the Curse trait_
Display this card next to the deck of a character at your location_ While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills_ At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile_
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_
Item B
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_
Item 1
Traits:
Staff
Magic
Divine
Healing To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile_
Allies
Ally 2
Traits:
Outsider
Psychopomp To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck_ You may then draw or recharge that card_
Recharge this card to evade a bane_
Ally 1
Traits:
Half-Elf
Alchemist
Hireling To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage_
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location_
Discard this card to explore your location_
Ally C
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Ally C
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration.
Blessings
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_
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
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_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 25
Blessings Deck
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_
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_
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_
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Weapon B
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_
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK, None
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209
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_
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Item 2
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location_
Recharge this card to move all characters at this location to another location_ This power cannot be used during an encounter_
Item C
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell
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_
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_
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 13 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 5
Located/Displayed Here: THIS IS THE SIEGE DECK.
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_
Henchman 1
Type: Monster
Traits:
Half-Elf
Alchemist
To Defeat:
Combat 12
Before you act, each character at this location is dealt 1 Poison damage_
If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck_ While displayed, characters at this location may not move, be moved, or explore_ At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you_
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card_
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_
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_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
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_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
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_
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number_
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage_
If undefeated, the Dark Stalker deals 2 Poison damage to you_
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_
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_
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_
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_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
Grimsnik
|
Tup is startled as his servant pushes him. He starts to yell at her but notices the wall falling on where they walking. Acrobatics6check: 1d8 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4 (reveal Reformarium Servant and discarding Frilled Lizard)
Acrobatics6check with 1d8 re-roll: 1d8 + 3 ⇒ (3) + 3 = 6 (promotional shirt re-roll)
As they round the corner, Tup starts to gasp as we walks into a poison cloud (discarding Blessing of the Gobs 1)
He then notices Sand Scorpion preparing a bomb. Tup says a quick prayer to Lamashtu and pulls out a flask as a focus to unleash a fire blast at the half elf. combat12check: 2d12 + 1d8 + 2 ⇒ (12, 4) + (2) + 2 = 20 (burying Potion of Fortitude and discarding Blessing of Lamashtu)
While watching the flames engulf the half elf, Tup pulls out his scroll of Cure and casts it on himself. cure: 1d4 + 1 ⇒ (2) + 1 = 3random cards: 3d5 ⇒ (2, 1, 4) = 7 (Bury Cure and recharge Blessing of Gobs 2, Torch, Blessing of Gobs 1)
Hand: Reformarium Servant, Immolate, Bloodscent, Remove Curse, Torch, Blessing of the Gobs 1,
Displayed:
Deck: 6 Discard: 2 Buried: 1
Notes: T-Shirt Re-roll: used. Playmat: available. Blessing of Gobs is available.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill + 1d8 and add the Attack, Fire and Magic traits. You count as playing a spell.
When another character at your location attemps a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage.
| Myrddin's Uliah |
Ok, rest break over. Time to get back to defending this warehouse. Oh look, now they're launching burning tar at us. Snake, you're up.
Dex as Divine 6: 1d10 + 3 ⇒ (1) + 3 = 4
Uhh, we're going to reroll that...
Dex as Divine 6: 1d10 + 3 ⇒ (2) + 3 = 5
Wow. Ok. I thought I had that for sure. I intentionally didn't use my camel to avoid overshooting it. Sorry folks. :(
Dmg: 1d4 ⇒ 3
Camel, mind helping on the recharge...
Divine Recharge 8: 1d10 + 1d4 + 3 ⇒ (3) + (1) + 3 = 7 I guess he minded...
Hand: Pyrotechnic Blast, Elemental Treaty, Greatsword, Magical Child, Camel,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: Deck Box Reroll: Used
Sideboard cards:
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.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 7, Merisiel/thejeffUK
Monsters
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits_
If your check to defeat has the Acid or Cold trait, add 3_
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage_
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_
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits_
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_
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_
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Barriers
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_
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_
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_
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_
Weapons
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Strength + 1d6_ You may additionally discard this card to add your Ranged skill_
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check_
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite To Acquire:
Strength
Melee
Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_
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_
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_
Spells
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_
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck_ If there are any cards of the chosen type, set them aside_ Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell 2
Traits:
Magic
Arcane
Divine
Acid To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Armors
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_
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3_
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0_ If proficient with light armors, bury this card instead_
If proficent with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3_ You may play another armor that has the Light Armor trait on this check_
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0_
If proficient with light armors, you may recharge this card when you reset your hand_
Items
Item 1
Traits:
Object
Magic
Gambling To Acquire:
Wisdom 6
Recharge this card after your check to choose a number_ Reroll all dice that show that number; take the new result_
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_
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile_
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities_ Then succeed at a Craft or Disable 7 check or bury the top card of your deck_
Item C
Traits:
Tool
Basic To Acquire:
Strength 3
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die_
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it_
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_
Recharge this card to add the Magic trait to your check_
Allies
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result_
Discard this card to explore your location_
Ally B
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
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_
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
After you roll a check, recharge this card to add or subtract 2 from the check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
Blessings
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_
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_
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_
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessings Remaining: 23
Blessings Deck
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_
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon B
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_
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK
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_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell
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_
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 13 Ba: 6 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: THIS IS THE SIEGE DECK.
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
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_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck_ While displayed, characters at this location may not move, be moved, or explore_ At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you_
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card_
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_
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_
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_
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number_
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage_
If undefeated, the Dark Stalker deals 2 Poison damage to you_
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_
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_
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_
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
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_
| Merisiel the Shadow 1008 |
Merisiel reveals Zae to recharge Appleslayer
She explores the smoking den and finds a falcon on fire
She throws her compass into the air to distract it and stabs it with her sword
combat 11: 1d12 + 2 + 2d6 + 1 ⇒ (6) + 2 + (2, 3) + 1 = 14
She defeats the sun falcon and asks Zae to scout ahead
A Silver chain smuggler Reveal stalking armour to get the drop (stealth dc 5 1d12+3+2) recharging blessing of the elements and short sword for combat
combat 12: 1d12 + 2 + 2d6 + 1 ⇒ (11) + 2 + (3, 3) + 1 = 20
Silver chain smuggler defeated examine next card in siege deck as per defeating silver chain smuggler without attack trait text
Too late she realises the smuggler was bait for the hyena
combat 12: 1d12 + 2 + 1d6 + 1 ⇒ (3) + 2 + (4) + 1 = 10
Shirt reroll on the d12
combat 12: 1d12 + 2 + 4 + 1 ⇒ (4) + 2 + 4 + 1 = 11
Use Die bump from first adventure to succeed
Ends turn
Hand: Short sword +1, Stalking armor, Signal whistle, Blessing of Achaekek, Captains Cutlass,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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
Die Bumps 0 1 used
Hand Size 5 [ ]6
Proficient with: Light Armors, [X1] 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
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 8, Talitha/Wikwocket
Monsters
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_
Before you act, discard the top card of your deck_
If undefeated, discard the top 2 cards of your deck_
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_
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_
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_
Barriers
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_
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_
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
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_
Weapons
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_
Recharge this card to ignore a non-villain bane's power that happens after you act_
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_
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_
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_
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_
Spells
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Armors
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_
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand_
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ You may succeed at an Intelligence or Craft 9 check to recharge this armor instead_
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_
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_
Items
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_
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Item C
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_
Item B
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits_
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check_
Item C
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Allies
Ally C
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_
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_
Ally B
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_
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_
Ally 1
Traits:
Human
Cleric To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail the check to acquire Khelru, discard the top card of the blessings deck_
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card_
Discard this card to examine the top card of your location_ You may then explore your location_
Blessings
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_
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 23
Blessings Deck
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_
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_
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_
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_
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_
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_
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_
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_
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon B
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_
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK, None
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell, None
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_
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket, None
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 11 Ba: 6 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: THIS IS THE SIEGE DECK.
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck_ While displayed, characters at this location may not move, be moved, or explore_ At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you_
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card_
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_
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_
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_
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number_
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage_
If undefeated, the Dark Stalker deals 2 Poison damage to you_
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_
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_
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_
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
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_
Talitha Wocket
|
Talitha starts looking in the aisles of the warehouse for the thieves. But she triggers a Guardian Scroll trap one of them left behind.
Life Drain, Combat 11: 1d10 + 3 + 2d4 ⇒ (9) + 3 + (4, 1) = 17
Life Drain heals Blessing of Kols.
Recharge Arcane 9, bury blessing: 2d10 + 3 ⇒ (8, 4) + 3 = 15
Explore via Compass.
As she investigates the remains of the scroll for clues, an Ubashki Swarm jumps out at her from behind some crates! She wields her staff and tries to dispatch the small undead.
Combat 8: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (1) = 11
Combat 8: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Some of the mummified creatures are surprisingly nimble!
Reroll d8 that was 2 via Magus Arcana: 1d8 ⇒ 2
Reroll whole combat by recharging blessing: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (4) = 11
After more heavy staff-work, the creatures all lie still. Whoever is setting all these traps must be well-supplied...
Hand: Magus Arcana, Explorer's Staff, Wand of Detect Magic, Blessing of the Gods, Fire Snake, Spear of the Watchful Guardian??? or Longsword
Displayed:
Deck: 9 Discard: 1 Buried: 1Paizo perk reroll: not used this scenario.
Skills and Powers:Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
Arcane: Charisma +2
Diplomacy: Charisma +2Favored 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.
Grimsnik
|
Tup casts Remove Curse on Uliah. (recharge Remove Curse)
Tup spots a Telekinesis Trap and is able to disarm it. Arcane12check: 2d12 + 2 ⇒ (5, 4) + 2 = 11 (discard Blessing of the Gobs 1. Using +1 Die Bump to make it a 12 to succeed)
Tup continues on through the siege. (bury Torch to explore)
He smells some Burning Tar but gets too close. Arcobatics6check: 1d8 + 1d4 + 2 ⇒ (2) + (1) + 2 = 5 (reveal Reformarium Servant and discard Bloodscent) Damage: 1d4 ⇒ 3 (Bury Reformarium Servant and Immolate)
Hand: Deliverance, Doghide Armor, Alchemist's Fire, Blessing of the Gobs 2, Burning Snot, Fiery Glare,
Displayed: Curse of Withering,
Deck: 1 Discard: 4 Buried: 4
Notes: T-Shirt Re-roll: used. Playmat: available. Die Bump: Used.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For you combat check, you may banish a card to use your acrcane skill + 1d8 and add the Attack, Fire and Magic traits. You count as playing a spell.
When another character at your location attemps a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 10, Uliah/Myrddin1209
Monsters
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_
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_
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait_
Before you act, draw a random scourge from the box_
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_
Barriers
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_
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_
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_
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_
Weapons
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location_
Weapon C
Traits:
Accessory
Melee
Piercing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4_ If any d4 rolled on this check is a 4, count it as 5_ After you act, reveal an armor or you are dealt 1 Combat damage_
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_
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_
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_
Spells
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8_ Ignore any non-villain monster's power that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell 2
Traits:
Magic
Arcane
Attack
Poison To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane_ Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check_ Discard this card at the end of this turn_
If you do not have the Arcane skill, banish this card_
Succeed at an Arcane 10 check to recharge this card instead of discarding it_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Armors
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3_
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5_ If proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card when you reset your hand_
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_
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3_ You may also play an armor that has the Light Armor trait on this check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead_
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_
Items
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_
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead_
Item 2
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon_ Succeed at a Craft or Disable 8 check or bury the top card of your deck_
Item B
Traits:
Accessory
Alchemical To Acquire:
Intelligence
Perception 6
Reveal this card to add 1d4 to your Perception check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order_
Item B
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_
Allies
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations_
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck_
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration.
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result_
Discard this card to explore your location_
Ally B
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_
Blessings
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After 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: 21
Blessings Deck
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_
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_
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_
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_
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_
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_
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK
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_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 9 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: THIS IS THE SIEGE DECK.
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number_
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage_
If undefeated, the Dark Stalker deals 2 Poison damage to you_
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_
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_
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_
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_
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_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
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_
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_
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_
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_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
| Myrddin's Uliah |
Wow, this is one nasty siege. Uliah wonders what it has in store for him next. Looks like it's a Dark Stalker. Good thing I have a Greatsword and a Camel! Also, I could use a blessing Talitha.
Combat 14/17: 4d6 + 1d4 + 3 ⇒ (4, 3, 5, 5) + (4) + 3 = 24
Sigh, I got it, but the warehouse loses another card. Figures I roll super high on this check and super low on the last one.
Magical child, find me something good to kill. Oh look, the Fire Hydra is back. Good thing I have Pyrotechnic Blast now. I'm going to need a blessing on the Dex check, though. Tup, mind helping?
Dex 8: 2d6 ⇒ (5, 6) = 11 Phew! Passed it.
Ok, let's blow up this hydra!
Combat 7: 1d10 + 2d4 + 3 ⇒ (10) + (2, 4) + 3 = 19
Wow, sorry folks. Not much I could do about that, though. I didn't even include the camel on this one. :(
Camel, mind helping on the recharge?
Divine Recharge 10: 1d10 + 1d4 + 3 ⇒ (6) + (1) + 3 = 10
At least it recharged. Stopping here before I do any more damage...
Hand: Hammer, Elemental Treaty, Greatsword, Cure, Camel,
Displayed:
Deck: 5 Discard: 6 Buried: 0
Notes: Deck Box Reroll: Used
Sideboard cards:
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.
Ooh, I drew my Cure. Tup, I'll come find you next turn to Cure you.
| Merisiel the Shadow 1008 |
Merisiel flips a blessing of Thoth and encounters a geniekin
combat 12: 1d12 + 2 + 2d6 + 1 ⇒ (10) + 2 + (3, 5) + 1 = 21
Distracting him with a signal whistle she stabs him with her short sword +1 the outsider falls heavily just missing a table in the smoking den
Hand: Short sword +1, Stalking armor, Flawless monocle, Blessing of Achaekek, Captains Cutlass,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Shirt reroll used Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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
Die Bumps 0 1 used
Hand Size 5 [ ]6
Proficient with: Light Armors, [X1] 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
Talitha Wocket
|
Buried Blessing of the Gods for Uliah's camel.
Talitha hears quite a racket throughout the warehouse. She hopes it is her friends giving it to the enemy, and not the other way around. She doggedly continues investigating.
She catches up to a Silver Chain Smuggler. She tries to accost her and get some information.
BYA Diplomacy 5: 1d10 + 3 ⇒ (1) + 3 = 4
Reroll die via Magus Arcana: 1d10 + 3 ⇒ (8) + 3 = 11
The smuggler is cocky, and they argue for several minutes. It is clear though that they have no interest in spilling any information. Talitha hefts her staff, and throws it at the smuggler, trying to catch her off-guard!
Combat 12: 1d8 + 2 + 2d6 ⇒ (8) + 2 + (3, 6) = 19
The staff catches her in the shoulder. The smuggler starts to flee, grabbing a box of supplies on the way!
AYA examine top of my Warehouse, Djinn Favor Amulet Item 1, is banished.
End turn. Recharge Wand of Detect Magic via loc power.
Hand: Magus Arcana, Fire Snake, Spear of the Watchful Guardian??? or Longsword, Blessing of Kols, Blessing of the Spellbound 1, Staffbearer
Displayed:
Deck: 7 Discard: 2 Buried: 2Paizo perk reroll: not used this scenario.
Skills and Powers:Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
Arcane: Charisma +2
Diplomacy: Charisma +2Favored 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.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 13, Tup/MikeODonnell
Monsters
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_
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_
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_
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_
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits_
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_
Barriers
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
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_
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Barrier B
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_
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_
Weapons
Weapon B
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_
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait_
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it_
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_
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_
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_
Spells
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8_ Ignore any non-villain monster's power that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
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_
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_
Armors
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3_
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0_ If proficient with light armors, bury this card instead_
If proficent with light armors, you may recharge this card when you reset your hand_
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_
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_
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_
Items
Item 2
Traits:
Liquid
Alchemical
Mummy To Acquire:
Intelligence
Craft 8
Banish this card to banish a displayed card that has the Curse trait_
Display this card next to the deck of a character at your location_ While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills_ At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile_
Item 1
Traits:
Object
Magic
Mummy To Acquire:
Wisdom
Survival
Divine 6
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_
Recharge this card to add the Magic trait to your check_
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_
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Allies
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card_ If you fail the check to acquire this card, banish a boon that does not have the Basic trait_
Discard this card to explore your location_ Add 1d4 to your Charisma checks and checks to acquire boons during this exploration_
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_
Ally C
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
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_
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result_
Discard this card to explore your location_
Blessings
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_
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessings Remaining: 18
Blessings Deck
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_
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_
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_
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK, None
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Uliah/Myrddin1209, None
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 6 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: THIS IS THE SIEGE DECK.
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_
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_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
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_
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_
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_
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_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
Grimsnik
|
Tup says a quick prayer for Uliah. (discard Blessing of the Gobs 2)
Tup is about to return to attacking the siege when he hears Uliah calling out for him to wait. (end turn without exploring)
Hand: Deliverance, Doghide Armor, Alchemist's Fire, Remove Curse, Burning Snot, Fiery Glare,
Displayed: Curse of Withering,
Deck: 0 Discard: 5 Buried: 4
Notes: T-Shirt Re-roll: used. Playmat: available. Die Bump: Used.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For you combat check, you may banish a card to use your acrcane skill + 1d8 and add the Attack, Fire and Magic traits. You count as playing a spell.
When another character at your location attemps a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage.
| Myrddin's Uliah |
Uliah just noticed there was a Fighting Crook lying around in the warehouse that he missed last time.
Melee 9: 1d6 + 3 ⇒ (2) + 3 = 5 Looks like my camel stepped on it during all the commotion. Oh well.
This part of the warehouse seems boring now. I'll head over to where Tup is.
Hey Tup, how's it going? You're looking a little worse for wear. Here, take a Cure.
Heal: 1d4 + 1 ⇒ (3) + 1 = 4
Divine Recharge 8: 1d10 + 1d4 + 3 ⇒ (10) + (2) + 3 = 15
Hope that helps! Oh, and while I'm here, I think I'll cast Elemental Treaty.
Ok, now that that's done, let's see what I can find to hit. Sigh. Dry Quicksand. I can't hit that. Talitha, can I get another blessing? I swear I have some around here somewhere I can pay you back with.
Wisdom 9: 2d10 ⇒ (7, 9) = 16 Phew, escaped it!
I'm going to stop here to rest a bit.
Hand: Hammer, Find Traps, Greatsword, Shield Cloak, Camel,
Displayed: Elemental Treaty,
Deck: 4 Discard: 6 Buried: 0
Notes: Deck Box Reroll: Used
Sideboard cards:
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.
| Merisiel the Shadow 1008 |
Merisiel snoops around the smoking den and finds an acid mantis she stabs it with her short sword
combat 9: 1d12 + 2 + 1d6 + 1 ⇒ (7) + 2 + (6) + 1 = 16
Discards blessing of achaekek to explore and find a ghost scorpion
combat 9: 1d12 + 2 + 1d6 + 1 ⇒ (2) + 2 + (1) + 1 = 6
The ghost scorpion gets through her defences and only a desperate parry and her armour save her hide the scorpion fades into the wall but Merisiel knows it will be back
Hand: Short sword +1, Sages journal, Flawless monocle, Pahmet clansman, Blessing of Abadar,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Shirt reroll used Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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
Die Bumps 0 1 used
Hand Size 5 [ ]6
Proficient with: Light Armors, [X1] 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
| Merisiel the Shadow 1008 |
Oops buried the armour to prevent the damage
End of turn hand
Hand: Short sword +1, Sages journal, Flawless monocle, Pahmet clansman, Captains Cutlass,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Shirt reroll used Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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
Die Bumps 0 1 used
Hand Size 5 [ ]6
Proficient with: Light Armors, [X1] 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
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 16, Talitha/Wikwocket
Monsters
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_
Monster 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12
The Ice Elemental is immune to the Cold and Poison traits_
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check_
All damage dealt by the Ice Elemental is Cold damage_
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits_
If your check to defeat has the Acid or Cold trait, add 3_
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage_
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
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_
Barriers
Barrier C
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_
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_
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_
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_
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Weapons
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_
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_
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_
Recharge this card to ignore a non-villain bane's power that happens after you act_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
Spells
Spell B
Traits:
Magic
Arcane
Attack
Electricity
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8_ Ignore any non-villain monster's power that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_
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_
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Armors
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_
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_
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_
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
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_
Items
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_
Recharge this card to add the Magic trait to your check_
Item B
Traits:
Liquid
Attack
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_
Item 1
Traits:
Object
Magic
Mummy To Acquire:
Wisdom
Survival
Divine 6
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_
Item B
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits_
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check_
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_
Allies
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_
Ally B
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
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_
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card_ If you fail the check to acquire this card, banish a boon that does not have the Basic trait_
Discard this card to explore your location_ Add 1d4 to your Charisma checks and checks to acquire boons during this exploration_
Ally 1
Traits:
Half-Elf
Fighter To Acquire:
Melee
Charisma
Diplomacy 9
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage_
Recharge this card to add 1d4 to a combat check at your location_
Discard this card to explore your location_ Add 2d4 to combat checks during this exploration_
Blessings
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
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_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessings Remaining: 15
Blessings Deck
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_
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_
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK
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_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell, Uliah/Myrddin1209, Elemental Treaty (cast by Uliah)
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 5 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: THIS IS THE SIEGE DECK.
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
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_
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_
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_
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
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_
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_
Talitha Wocket
|
Used Blessing of the Spellbound on Uliah.
Talitha tries to follow the smuggler that she hit, but Hepsushep pounces towards her from a high shelf in the warehouse.
Diplo 8: 1d10 + 3 ⇒ (5) + 3 = 8
After some discussion though, it turns out that the creature is actually in the employ of the warehouse's owner though, and was dispatched to help patrol for thieves, due to reports of robbery in the area. It agrees to help Talitha check their supplies.
Defeated: Choosing to examine my Warehouse, to move down any good loot. It's all B's and C's though so I'll leave it as is.
Explore via Staffbearer.
Talitha resumes her chase, and manages to catch up to the Silver Chain Smuggler again, by cutting around a corner.
BYA Diplo 5: 1d10 + 3 ⇒ (10) + 3 = 13
After spitting some insults at Talitha, the smuggler pulls out her dagger. But Talitha has her new spear ready.
Combat 12: 1d8 + 2 + 1d6 + 1 ⇒ (6) + 2 + (1) + 1 = 10
Reroll by recharging blessing: 1d8 + 2 + 1d6 + 1 ⇒ (4) + 2 + (6) + 1 = 13
AYA examine top of siege deck from smuggler: Caryatid Column.
She successfully catches the smuggler with her spear. Bloody work, but she had no choice, such is the way of good and evil, and even angelkin are not immune to it. The smuggler still refuses to talk, so she ties her up with some rope.
Explore via Blessing of Kols.
The smuggler sneers as she utters some magical trigger word, and a Caryatid Column behind Talitha comes to life, and attacks!
Combat 10+2, Spear plus Magus Arcana: 1d8 + 2 + 1d6 + 1 + 1d6 ⇒ (6) + 2 + (1) + 1 + (6) = 16
Talitha dives out of the way of the column's blow, and stabs with her spear, which she still had at the ready. The column tries to block it, but the magical spear leaps forward and impales it. The construct cracks, and splits in two and crumbles.
The smuggler's grin turns to a reproachful glare, but she remains silent. Talitha contemplates threatening her with the spear to press for more info, but that is not her place as a guardian and a pathfinder. She heads onward to find her friends.
Hand: Magus Arcana, Fire Snake, Spear of the Watchful Guardian??? or Longsword, Locate Object, Remove Curse, Blessing of Abraxas
Displayed:
Deck: 5 Discard: 4 Buried: 2Paizo perk reroll: not used this scenario.
Skills and Powers:Skills:
Strength d8
Melee: Strength +2
Dexterity d6
Constitution d6
Intelligence d6
Wisdom d6
Charisma d10+1
Arcane: Charisma +2
Diplomacy: Charisma +2Favored 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.
| Grimsnik's Tup |
"Thanks, Uliah." states Tup as a warmth of the cure spell flows through him.
Tup has 5 cards in discard. I'll roll 1d5 to see what remains in discard. Remaining Card: 1d5 ⇒ 3 Blessing of the Gobs 1 stays in discard.
Tup casts Remove Curse on himself. (recharge Remove Curse)
"Now back to business!"
Tup locates more Burning Tar. Arcobatics6check: 1d8 + 2 ⇒ (8) + 2 = 10 However, this time he is not mesmerized by the flames and easily jumps over the Burning Tar.
Hand: Deliverance, Doghide Armor, Alchemist's Fire, Blessing of the Gobs 2, Burning Snot, Fiery Glare,
Displayed: Curse of Withering,
Deck: 4 Discard: 1 Buried: 4
Notes: T-Shirt Re-roll: used. Playmat: available. Die Bump: Used. Blessing of the Gobs is available and will attempt a steal blessing if used.
Sideboard cards:
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [x] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For you combat check, you may banish a card to use your acrcane skill + 1d8 and add the Attack, Fire and Magic traits. You count as playing a spell.
When another character at your location attemps a check, you may recharge a card to add 4 and the Fire trait. Each character at you location other than you is dealt 1d4-1 Fire Damage.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 18, Uliah/Myrddin1209
Monsters
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_
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_
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_
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_
Barriers
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may immediately explore again_ If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_
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_
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_
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_
Weapons
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_
Recharge this card to ignore a non-villain bane's power that happens after you act_
Weapon B
Traits:
Blowgun
Ranged
Poison
Alchemical
Elite To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1_
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
Spells
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck_ If there are any cards of the chosen type, set them aside_ Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character_ While displayed, reduce all damage dealt to that character by 4_ At the end of your turn, discard this card_
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check_ If you succeed, recharge this card; if you fail, discard it_
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armors
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3_
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0_ If proficient with light armors, bury this card instead_
If proficent with light armors, you may recharge this card when you reset your hand_
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_
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card when you reset your hand_
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_
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_
Items
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_
Item B
Traits:
Liquid
Magic To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_
Item C
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_
Item C
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait_ If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead_
Item B
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits_
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check_
Allies
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_
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_
Ally 2
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check_
Discard this card to explore your location_
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card_ If you fail the check to acquire this card, banish a boon that does not have the Basic trait_
Discard this card to explore your location_ Add 1d4 to your Charisma checks and checks to acquire boons during this exploration_
Ally 1
Traits:
Half-Elf
Alchemist
Hireling To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage_
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location_
Discard this card to explore your location_
Blessings
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_
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After 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: 13
Blessings Deck
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
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_
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_
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_
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_
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_
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_
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK
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_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell, Uliah/Myrddin1209
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: THIS IS THE SIEGE DECK.
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
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_
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_
| Myrddin's Uliah |
Happy to help, Tup. This has been a rough one.
Speaking of, look at these lovely Wall Scythes. Camel, I could use a Find Traps on this since I can't really afford the damage... I'll roll acrobatics, though, in an attempt not to overkill it...
Acrobatics 4: 3d4 ⇒ (2, 1, 4) = 7
Diving Recharge 8: 1d10 + 1d4 + 3 ⇒ (1) + (4) + 3 = 8
Stopping here. I'm going to recharge my hammer, though, per the Warehouse power.
Hand: Blessing of the Spellbound, Blessing of the Gods 2, Greatsword, Shield Cloak, Camel,
Displayed: Elemental Treaty,
Deck: 4 Discard: 6 Buried: 0
Notes: Deck Box Reroll: Used
Sideboard cards:
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.
| BR Kiya |
During This Adventure: The scourge die is 1d6.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.
During This Scenario: When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
When you close a Warehouse location, do not flip the Warehouse card over.
To win the scenario, a location must be open while the siege deck is empty.
Turn: 19, Merisiel/thejeffUK
Monsters
Monster B
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits_
If your check to defeat has the Acid or Cold trait, add 3_
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage_
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_
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
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_
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_
Barriers
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_
Barrier C
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_
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_
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_
Weapons
Weapon C
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location_
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_
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_
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_
Spells
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_
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_
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait_
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Armors
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_
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_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
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_
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_
Items
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_
Item B
Traits:
Accessory
Alchemical To Acquire:
Intelligence
Perception 6
Reveal this card to add 1d4 to your Perception check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order_
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck_ You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck_
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_
Allies
Ally B
Traits:
Animal To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check_
Recharge this card to add 1d4 to a combat check at another location_
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck_
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_
Ally B
Traits:
Human
Hireling
Elite To Acquire:
Bury an armor
OR Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee or Ranged Combat check_
Banish this card to reduce Combat damage dealt to you by 3_
Discard this card to explore your location_
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
Discard this card to explore your location_
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_
Blessings
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_
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
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_
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_
Top of Blessing Discard Pile:
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
Blessings Remaining: 12
Blessings Deck
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_
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_
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_
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_
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_
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_
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_
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_
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_
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_
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_
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_
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_
Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Merisiel/thejeffUK
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_
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_
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_
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_
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_
Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tup/MikeODonnell, Uliah/Myrddin1209
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_
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6
Recharge this card to add 1d8 to your Craft or Disable check_
Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Talitha/Wikwocket
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_
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_
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_
Torture Pit
At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: THIS IS THE SIEGE DECK.
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
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_
If you play a weapon on your check to defeat, discard it_
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_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_
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_
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_
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_
| Merisiel the Shadow 1008 |
Merisiel heads to the warehouse with one card left and explores
finds a bone crusher chieftan
discards shortsword reveals sage journal
combat 14: 1d12 + 2 + 2d6 + 1 + 1d4 ⇒ (8) + 2 + (1, 6) + 1 + (2) = 20
Bone crusher is defeated
discards Pahmet clansman and finds a caravan raider
reveals captains cutlass recharges sages journal
combat 11: 1d12 + 2 + 2d6 + 1 ⇒ (8) + 2 + (6, 3) + 1 = 20
Hand: Blessing of the ancients, Kama, Flawless monocle, Blessing of Abadar, Captains Cutlass,
Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Shirt reroll used Blessings available Achaekek add 2 dice to defeating henchman or villain so please save for those fights if possible. Abadar 2 dice for checks against barriers
Sideboard cards:
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
Die Bumps 0 1 used
Hand Size 5 [ ]6
Proficient with: Light Armors, [X1] 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