[ACG] [PluTo] Adventure 3-3: In Search of a Sage by Yewstance

Game Master Yewstance

PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
Transition Guide image || Conversion Guide link

TURN ORDER:
1. Skizza
2. Estra
3. Lini
4. Darago
5. Qualzar
SCOURGES:
Scourge Table:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.

Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B
Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B
Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.

Curse of the Ravenous
Spoiler:
Curse of the Ravenous
Scourge 1
Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings
2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering
Spoiler:
Curse of Withering
Scourge 2
Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Curse of Fevered Dreams
Spoiler:
Curse of Fevered Dreams
Scourge 3
Traits
Curse

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.

Curse of the Sphinx
Spoiler:
Curse of the Sphinx
Scourge 4
Traits
Curse

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.

Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5
Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.

Curse of the Mummy
Spoiler:
Curse of the Mummy
Scourge 6
Traits
Curse

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.

TRADERS & TRADER RULES:
Sunburst Market basic boons
Available Traders

TRADER RULES:
In Season of Plundered Tombs, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.

• Note: Like in Mummy's Mask; the boons offered as a Trade Cost must be no more than 1 AD# below the AD# of the card you're trading for.


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SEASON OF PLUNDERED TOMBS

Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III.

Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age.

Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters.

As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center.

History says that this was once Ulunat, a destructive behemoth laid low by the city’s founder and now inhabited by its elite. There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world!

-----------------------------

This is the thread where gameplay will occur.

For the time being, I recommend 'dotting' this thread, achieved by making a post here in gameplay and then deleting it afterwards. That will ensure that this forum will show up in the Campaigns tab of your profile, and be much easier to reach in the future.


ADVENTURE 3-1: SERPENTS IN THE DEEP

Venture-Captain Norden Balentiir smiles as you take a seat in the gardens of the Sandswept Halls. This is the Pathfinder lodge in Sothis, capital of the desert nation of Osirion. Sycamores and tamarisks provide shade, and a lattice of grapevines and hanging plants grow on surrounding trellises. The venture-captain invited you to take part in a secret mission, and you are aware that the deceptively casual open-air meeting is just one of the skilled alchemist’s precautions against discovery. The Pathfinders are not free of troubles: death cultists successfully assaulted the lodge nearly a decade ago, and rogue Pathfinder agents stole from its vaults the following year. The venturecaptain focuses his cunning mind and engineering expertise on enhancing the lodge’s protections. Back when the Sandswept Halls was a Keleshite prison, the old wards held. They will hold again.

“My friends,” he says, “thank you for joining me today. As you know, Osirion has been granting access to new archaeological sites by auction and lottery; it’s the Ruby Prince’s new plan to stimulate the economy. There’s a ruined city called Shotep-Kara, taken by the Obari Ocean 3,000 years ago. Most people have forgotten that it even existed. Long story short, the Aspis Consortium managed to gain official permission to excavate a small portion of the ruins in the shallows, the section of the city that was once closest to the shore. I have reason to believe that these ruins might hold secrets connected to the elemental planes; in fact, the city once held powerful portals that acted as secret sea lanes for the Four Pharaohs of Ascension. Thus, the ruins might prove useful in our study of our notable recent acquisition: a gem called the Untouchable Opal, and the elemental lord of air trapped within.

“This represents an opportunity we cannot ignore, and I believe you are best equipped to handle it. I ask that you head east to the Burning Cape, locate the Aspis camp, and infiltrate it without being spotted. A rabidly anti-Pathfinder faction within the Aspis Consortium recently collapsed, and we’ve brokered an uneasy peace with the Aspis. They’re nonetheless our main rivals, so don’t take anything for granted. Figure out what the Aspis know so far, and, if possible, explore the Aspis site yourselves in search of useful lore. A word of warning: Don’t stray past the dig site in the shallows marked by the Aspis, as the deeper city could prove too dangerous even for agents of your skills. Return here with whatever information you can gather; if you find any actionable intelligence, I’ll see to it that you’ll have the first crack at using it. Good luck, Pathfinders.”

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.

ADVENTURE REWARD:
Each player unlocks the ability to play Zadim from the Mummy’s Mask Base Set using the Inquisitor Class Deck.


SCENARIO 3-1A: AMBUSH AT BURNING CAPE

It’s roughly 100 miles east from Sothis to the ruins of Shotep- Kara on the Burning Cape, Osirion’s northeast coast on the Obari Ocean. After giving you your secret mission to infiltrate the Aspis camp at Shotep-Kara, Venture-Captain Norden Balentiir provided you with camels and enough supplies for three weeks. This is more than enough time, he said, to make it there, perform reconnaissance, and head back, even if something goes wrong. Even though it’s just a small section of the ancient city, what could the Aspis have found there? Might it help the Society with its current schemes? Could it catapult you to fame and fortune?

Much to your dismay, the fresh fruit, bread, and vegetables of the first few days have given way to the usual trail rations by the time you reach the coast. As the sun rises in the east, the entire coastline appears aflame, giving the Burning Cape its name. The shoreline is littered with the wreckage of ancient seafaring vessels; the venture-captain had told you to expect these remains of ships that failed to reach the hidden sea lanes of Shotep-Kara. While ordinarily, these ships would be worthy of their own expeditions, they aren’t your mission this time, so you set thoughts of exploring them aside… at least for now. While you’re distracted by your thoughts, you fail to notice the ambush until the first arrow whizzes past your head, grazing you. The clever gnoll warband must have used the fiery morning glare to cloak their approach! The gnoll leader harries you, using hit-and-run tactics to disappear into hidden escape routes.

DURING THIS SCENARIO:
When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.

When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.


REWARD:
Traders:
  • Hadden Hoppert
  • Smiths of Wati
  • Sunburst Market


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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

Villain: Bonecrusher Master
Henchmen: Bonecrusher Ambusher

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:2 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:

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

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:2 Bl:0 ?:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

I'd be interested in starting at Volcanic Vents.


Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

I want to start at Brickworks.


Deck Handler Weapon 2>Item 2>Spell 2

I'll start at Howling Sands


Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

I can start at either the Sulfur Pits to deal with all the monsters or the Shifting Dunes to take care of the Giant Sand Eel


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Just keep in mind the Sulfur Pits are pretty rough as if you take acid damage and don't reduce it, you get cursed.


Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

That's totally right; and we won't have Game of Afterlife to help deal with all the curses... I'll start at Shifting Dunes.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

OK seriously, what the heck is this hand? Three of the same card in one hand (Although granted I only have one type of blessing). Also sad I have no cure in my hand.

Have three blessings up for grabs in case people need to use them, just make it clear to me that you are. Try not to use them up unless you really feel you need it. ;)

Grazzle wrote:

Hand: Remove Curse, Blessing of the Gods 1, Blessing of the Gods 3, Blessing of the Gods 2, Holy Light, Inflict,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [ ]7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Valeros will start at the Brickworks with Lini.


Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

Giant Sand Eel moves to an open location after being defeated so maybe we should leave it for later. Hand has attacks but only 1 extra explore.

Type here for notes to other players: Nothing useful other players in hand.

Lini wrote:

Hand: Vulture, Immolate, Frigid Blast, Viper Strike, Frilled Lizard, Character Name: Lini

Displayed: <>
Deck: 10 Discard: 0 Buried: 0 Hand Size: 5
Notes: <>
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Knowledge: Intelligence +3
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([ ] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>


Deck Handler Weapon 2>Item 2>Spell 2
Damiel wrote:

Hand: Aklys, Blessing of the Elements 1, Brilliance, Cure 1, Blessing of the Elements 2,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.


RotRL Lini wrote:
Giant Sand Eel moves to an open location after being defeated so maybe we should leave it for later. Hand has attacks but only 1 extra explore.

Correction; summoned monsters are always returned back to the box, so the Giant Sand Eel will NOT be moved to an open location.

Actually, if it were moved to an open location, that would be beneficial - that would double the speed in which you can close the location it had run to (because there'd be two henchmen to close off, not 1).


First post up. Please read these notes.

The "Additional Rules" section is used to keep a backlog of random cards. If you need to encounter or acquire a random bane or boon in gameplay, draw them from these spoilers. Do not otherwise read this spoilers.

Currently, the Blessings Deck does not number its blessings nor enforce a turn order. The database has not released that functionality yet, so instead I'll be putting the turn order in the headers of the campaign (visible above this forum).

Information on scourges will also be placed in the header once I get time.

Sorry to all players for clumsy formatting and appearances; it is my hope that the tool will be tweaked and improved very quickly over the coming days and weeks. In the meantime, I'll try to fix what I can that will help players.

-------------------------------

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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

Additional Rules:

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 1, Darago/AAUGHWHY

Top of Blessing Discard Pile:

Blessing of Bastet:
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -8
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -6
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -5
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -3
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -2
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 0
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 1
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 2
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 13
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 18
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Shock Lizard
Ally B
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_

Brickworks Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 3:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite To Acquire:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

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

Brickworks Card 5:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 6:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Brickworks Card 7:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Brickworks Card 8:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 9:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Brickworks Card 10:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

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

Volcanic Vents Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Volcanic Vents Card 5:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 6:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

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

Volcanic Vents Card 8:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Volcanic Vents Card 9:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Volcanic Vents Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Whip
Weapon C
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

Shifting Dunes Card 2:
Hyena
Monster B
Traits:
Trigger
Animal
Basic To Acquire:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Shifting Dunes Card 3:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Shifting Dunes Card 4:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Shifting Dunes Card 5:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Shifting Dunes Card 6:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 8:
Compass
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_

Shifting Dunes Card 9:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_

Shifting Dunes Card 10:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tarworks Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 2:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 3:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 4:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_

Tarworks Card 5:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 6:
Filter Hood
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_

Tarworks Card 7:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, None

Howling Sands Card 1:
Embalmer
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_

Howling Sands Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 3:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
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_

Howling Sands Card 4:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Howling Sands Card 5:
Caryatid Column
Monster 1
Traits:
Construct
Elite To Acquire:
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_

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

Howling Sands Card 7:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Howling Sands Card 8:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Howling Sands Card 9:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

Howling Sands Card 10:
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_


Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

Wooo! Let's get this thing started! (Also, low-key I just got home like 20 mins ago and I'm very tired... I'll just do this turn super quick. They'll be nicer later on when I'm not fighting to stay conscious.)

Darago wrote:

Hand: Lightning Touch 1, Blessing of the Gods 1, Codex, Force Missile 2, Lightning Touch 2, Fox,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Explore Shifting Dunes, Encounter Whip

I literally cannot get this... Auto-Fail Check to Acquire.

Discard Fox to explore again: Encounter Hyena

Discard Lightning Touch 1 to use Arcane+2d4 for combat

Combat 9: 1d10 + 2d4 + 3 ⇒ (5) + (1, 1) + 3 = 10

Recharge Lightning Touch 1 Arcane 6: 1d10 + 3 ⇒ (5) + 3 = 8

End Turn

Darago wrote:

Hand: Detect Magic, Blessing of the Gods 1, Codex, Force Missile 2, Lightning Touch 2, Blessing of Pharasma,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

OK. I sleep now. Goodnight/morning/afternoon!


Good job! Valeros' turn. If you have any questions, I encourage looking at another table to see how their gameplay threads go, or follow Darago's example! If you have any other questions, ask in Discussion or Hangouts!

Note that Darago may have had an additional 1d4 to his combat check, assuming Valeros starts with an Ally in hand, due to his power.

--

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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 2, Valeros/AbrahamZ
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

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

Blessings Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -10
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -9
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -8
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -7
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -5
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -4
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -3
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -1
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 0
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 1
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 4
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 11
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 16
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of 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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Shock Lizard
Ally B
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_

Brickworks Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 3:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite To Acquire:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

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

Brickworks Card 5:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 6:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Brickworks Card 7:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Brickworks Card 8:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 9:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Brickworks Card 10:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

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

Volcanic Vents Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Volcanic Vents Card 5:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 6:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

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

Volcanic Vents Card 8:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Volcanic Vents Card 9:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Volcanic Vents Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_

Shifting Dunes Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 3:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Shifting Dunes Card 5:
Compass
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_

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

Shifting Dunes Card 7:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Shifting Dunes Card 8:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tarworks Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 2:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 3:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 4:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_

Tarworks Card 5:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 6:
Filter Hood
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_

Tarworks Card 7:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, None

Howling Sands Card 1:
Embalmer
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_

Howling Sands Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 3:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
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_

Howling Sands Card 4:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Howling Sands Card 5:
Caryatid Column
Monster 1
Traits:
Construct
Elite To Acquire:
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_

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

Howling Sands Card 7:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Howling Sands Card 8:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Howling Sands Card 9:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

Howling Sands Card 10:
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)
Valeros wrote:

Hand: Greatsword, Longsword, Chain Mail 1, Standard Bearer,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3

Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

Ok, I think I've got the deck handler set up properly and I think I've correctly drawn my four cards. Would someone mind taking a look and telling me if this looks right to them? Thanks!

Explore Brickworks, Encounter Shock Lizard

Valeros attempts to persuade the Shock Lizard to become his ally!

Wisdom check, Blessings from Grazzle: 1d4 + 1d4 ⇒ (1) + (1) = 2 I'm not sure what the DC was, but I'm pretty sure that won't do it!

Alas, the Shock Lizard appears to spurn Valeros' offer of friendship (Unless one of my comrades has some shenanigans?)

What do I do now? Is my turn over? Do I need to do anything with any of my cards?

Edit: ok, following Edward's advice, I will end my turn, discarding my longsword and chain mail and drawing two new cards to replace them


Valeros Z. wrote:
Ok, I think I've got the deck handler set up properly and I think I've correctly drawn my four cards. Would someone mind taking a look and telling me if this looks right to them? Thanks!

It looks great from the summary, but you haven't linked the Deck Handler so I can't check it first hand. To do so, go to Valeros Z.'s profile, click on the 'profile' tab and "Edit profile", then place a link to your Deck Handler in either the Gender, Class or Race field. Like {url=LINK}Deck Handler{url}. That way it'll show up under your name in every post.

Oh, and make sure that all of your cards, if possible, are Deck B 'Basic' cards. I saw you have Greatsword, which I don't think is one... but if there aren't enough Basics in the Fighter Class Deck then you're allowed to take any B card you want, in case that is what happened.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)
BR Yewstance wrote:
Valeros Z. wrote:
Ok, I think I've got the deck handler set up properly and I think I've correctly drawn my four cards. Would someone mind taking a look and telling me if this looks right to them? Thanks!

It looks great from the summary, but you haven't linked the Deck Handler so I can't check it first hand. To do so, go to Valeros Z.'s profile, click on the 'profile' tab and "Edit profile", then place a link to your Deck Handler in either the Gender, Class or Race field. Like {url=LINK}Deck Handler{url}. That way it'll show up under your name in every post.

Oh, and make sure that all of your cards, if possible, are Deck B 'Basic' cards. I saw you have Greatsword, which I don't think is one... but if there aren't enough Basics in the Fighter Class Deck then you're allowed to take any B card you want, in case that is what happened.

Ok, I think I've added the Deck Handler to my profile, but couldn't figure out how to make it read only. How do I do that?

Yes, the Fighter deck doesn't have enough cards with the Basic trait, so I took all the ones with the Basic Trait and also Greatsword and +1 Spiked Chain, which are both B cards without the basic trait (whew, confusing!).


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)
Valeros wrote:

Hand: Greatsword, Spiked Chain +1, Blessing of the Gods 1, Standard Bearer,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3

Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

Valeros hangs his head in shame at his failure to gain the allegiance of the Shock Lizard and decides that perhaps he should wait until next turn to see if he can better demonstrate his valor. Turn over and 2 cards discarded and 2 cards drawn. I drew a Blessing, which others can use if they need it.


Valeros Z. wrote:
Ok, I think I've added the Deck Handler to my profile, but couldn't figure out how to make it read only. How do I do that?

From Google Sheets, press the 'share' button in the top-right, next to your google profile picture, if any. It'll bring up a menu where, by default, it says "Anyone with this link can view" (not edit), and copy that link to put in your profile. That should let anyone see your deck handler, but nobody can mess with it but you.

Valeros Z. wrote:
Yes, the Fighter deck doesn't have enough cards with the Basic trait, so I took all the ones with the Basic Trait and also Greatsword and +1 Spiked Chain, which are both B cards without the basic trait (whew, confusing!).

Then everything's fine! You're doing great, and are done with setup, besides the read-only link.


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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
Additional Rules:

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 3, Damiel/khazkhaz
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -12
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -11
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -10
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -8
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -7
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -6
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -4
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -3
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -1
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 0
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 1
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 3
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 8
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 13
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

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

Brickworks Card 2:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Brickworks Card 3:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_

Brickworks Card 4:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite To Acquire:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Brickworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 6:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 7:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 8:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Brickworks Card 9:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_
Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/GMAndrew, None

Volcanic Vents Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Volcanic Vents Card 5:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 6:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

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

Volcanic Vents Card 8:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Volcanic Vents Card 9:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Volcanic Vents Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_

Shifting Dunes Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 3:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Shifting Dunes Card 5:
Compass
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_

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

Shifting Dunes Card 7:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Shifting Dunes Card 8:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tarworks Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 2:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 3:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 4:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_

Tarworks Card 5:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 6:
Filter Hood
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_

Tarworks Card 7:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, None

Howling Sands Card 1:
Embalmer
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_

Howling Sands Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 3:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic To Acquire:
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_

Howling Sands Card 4:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

Howling Sands Card 5:
Caryatid Column
Monster 1
Traits:
Construct
Elite To Acquire:
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_

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

Howling Sands Card 7:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic To Acquire:
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_

Howling Sands Card 8:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Howling Sands Card 9:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

Howling Sands Card 10:
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_
Discard this card to examine your location_ Then you may explore your location_


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)
BR Yewstance wrote:
Valeros Z. wrote:
Ok, I think I've added the Deck Handler to my profile, but couldn't figure out how to make it read only. How do I do that?

From Google Sheets, press the 'share' button in the top-right, next to your google profile picture, if any. It'll bring up a menu where, by default, it says "Anyone with this link can view" (not edit), and copy that link to put in your profile. That should let anyone see your deck handler, but nobody can mess with it but you.

Valeros Z. wrote:
Yes, the Fighter deck doesn't have enough cards with the Basic trait, so I took all the ones with the Basic Trait and also Greatsword and +1 Spiked Chain, which are both B cards without the basic trait (whew, confusing!).
Then everything's fine! You're done with setup, besides the read-only link.

Done, and I believe I've also completed my turn as well. Thanks to all for the help. Hopefully I'll get the hang of it after a few go-rounds.

Btw, do PACG characters have factions?


Deck Handler Weapon 2>Item 2>Spell 2

Damiel struggles to to keep the Howling Sands out of his eyes, and ventures to find the secrets of the elemental planes.

He encounter an Embalmer taking shelter in a sand dune. He craves company, and tries to convince the embalmer to join him.
Craft 5: 1d10 + 3 ⇒ (1) + 3 = 4
The Embalmer shrugs and leaves for the other direction.

Damiel prays for a Blessing, Using a Blessing of the Elements, and walks further.

A Bonecrusher Ambusher sneaks up on him.
Perception 5: 1d6 + 2 ⇒ (2) + 2 = 4
Damiel fails to notice the dagger thrown at him and takes 1d4 - 1 ⇒ (1) - 1 = 0 damage, shrugging off the glancing blow.
Damiel asks for a blessing, and uses his Aklys to counterattack. Using a Blessing of the Elements
Combat 10: 2d12 + 1 + 1d4 ⇒ (7, 6) + 1 + (1) = 15

Damiel bludgeons the Ambusher, and triumphantly walks away.

Dexterity 5: 1d12 ⇒ 7
Damiel fights against the winds as they get stronger, eventually reaching safe ground. Howling Sands is now closed.

Damiel wrote:

Hand: Aklys, Blowgun, Brilliance, Dart, Blessing of the Elements 2,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.


Nice work all, and there's no factions for ACG characters, no, Abraham. I need to manually roll to see where the Bonecrusher Ambusher goes.

Random location: 1d6 ⇒ 5 -> The Bonecrusher Ambusher is shuffled into the Tarworks due to the scenario power. There's now 2 villains/henchmen there!


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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS

Additional Rules:

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 4, Lini/Bigguyinblack

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -16
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -15
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -13
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -12
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -11
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -9
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -8
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -6
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -4
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -2
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -1
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 0
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 1
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

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

Brickworks Card 2:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Brickworks Card 3:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_

Brickworks Card 4:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite To Acquire:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Brickworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 6:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 7:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 8:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Brickworks Card 9:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

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

Volcanic Vents Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Volcanic Vents Card 5:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 6:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

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

Volcanic Vents Card 8:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Volcanic Vents Card 9:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Volcanic Vents Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_

Shifting Dunes Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 3:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Shifting Dunes Card 5:
Compass
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_

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

Shifting Dunes Card 7:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Shifting Dunes Card 8:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 3:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 4:
Filter Hood
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_

Tarworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 7:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_

Tarworks Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 11:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, None


Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

As the gnolls run in different directions Lini decides to follow Valeros to the Brickworks, figuring a man with that many blades can handle himself. She gets there just in time to see him outwitted by a lizard and sighs.

She chooses to investigate a nearby path and finds...
a Coffer Corpse!

She launches an attack being aided by her trusty Frilled Lizard. And luckily Valeros's Standard Bearer hears the sound of combat and rushes to help.

Coffer Corpses are not very formidable but Lini takes no chances and launches a Frigid Blast at it.

Divine 1d10 +2, spell 2d4, reveal lizard 1d4, Valeros reveals Standard Bearer for 1d6

Frigid Blast DC 8: 1d10 + 2 + 2d4 + 1d4 + 1d6 ⇒ (7) + 2 + (4, 3) + (4) + (1) = 21
recharge revealing lizard DC 8: 1d10 + 2 + 1d4 ⇒ (8) + 2 + (3) = 13

The corpse goes solid and falls over. But before Lini can even celebrate it staggers to it's feat. And it seems to be angry.

Panicking a bit Lini blasts it with an Immolate. Perhaps there is lingering magic around to help with melting bricks because it is very effective.

Immolate DC 10: 2d10 + 2 + 2d4 + 1d4 + 1d6 ⇒ (9, 1) + 2 + (3, 1) + (1) + (4) = 21
recharge revealing lizard DC 7: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (2) = 10

Lini thanks the Master at arms then sends her Lizard off to explore.
It comes back and leads her to an axe resting at the edge of a cliff.

Lini and her Vulture try to grab it before it falls.
Dexterity DC 8: 1d6 + 1d4 ⇒ (5) + (4) = 9

And snag it just in time. Lini takes a moment to rest.

Type here for notes to other players:

Quote:
Binder's Tome can be revealed to add 1d4 and mental trait to any combat or charisma check at this location.
Lini wrote:

Hand: Vulture, Cure 1 Dcd, Binder's Tome, Viper Strike, Returning Throwing Axe +1 MM, Character Name: Lini

Displayed: Lini
Deck: 11 Discard: 0 Buried: 0 Hand Size: 5
Notes: Binder's Tome can be revealed to add 1d4 and mental trait to any combat or charisma check at this location. <>
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Knowledge: Intelligence +3
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([ ] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>

Frigid Blast, Immolate, and Frilled Lizard are all on bottom of deck.


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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS

Additional Rules:

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 5, Grazzle/GMAndrew
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -16
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -15
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -14
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -13
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -12
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -11
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -10
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -9
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -7
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -6
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -5
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -4
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -3
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -1
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 0
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 1
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 3
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 7
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of 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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_

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

Brickworks Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 4:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 5:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 6:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Brickworks Card 7:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

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

Volcanic Vents Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Volcanic Vents Card 5:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 6:
Armored Kilt
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

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

Volcanic Vents Card 8:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Volcanic Vents Card 9:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Volcanic Vents Card 10:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran To Acquire:
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_

Shifting Dunes Card 2:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 3:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Shifting Dunes Card 5:
Compass
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_

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

Shifting Dunes Card 7:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Shifting Dunes Card 8:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 3:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 4:
Filter Hood
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_

Tarworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 7:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_

Tarworks Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 11:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, None


Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

Darago takes a break for a nice, relaxing lunch (as relaxing as a lunch can be in the middle of an ever-changing desert rumored to contain a Giant Sand Eel, at least...)

He wonders if he remembered to tell his teammates to call on him for help before they got seperated.

I just realized I never gave explicit permission to use my cards to help yourselves out. Feel free to do so, especially if it's a recharge. Could you maybe drop me a note in the hangout to make sure I don't miss it, please?


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Same for Valeros - please use my cards or abilities in whatever way seems helpful to you. And definitely please let me know if I need to make any changes to my deck as a result.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

OK, looks like one blessing down from my hand. Cool, let's go...

Grazzle starts his turn, but decides to save his healing until he remembers his Cure spell.

He explores the Volcanic Vents right where he is. It's a Bonecrusher Ambusher, the Henchman!

First, he tries to avoid the ambush.
Wisdom 5: 1d10 ⇒ 2
He doesn't, and takes some damage.
Ranged Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Ick, worst case.
He discards Remove Curse, Blessing of the Gods, and Inflict.

He then strikes back, casting Holy Light and using his Blessing of the Gods. (Kinda just want to use the blessing at this point to try to get a Cure in my hand)
Combat 10: 2d8 + 2d6 + 3 ⇒ (8, 6) + (2, 3) + 3 = 22
Bonecrusher Ambusher is defeated!

After much turmoil, tries to close the location. He takes some damage, but already being so beat up it has little effect.

VOLCANIC VENTS CLOSED.

Grazzle decides that's enough and ends his turn.

Grazzle wrote:

Hand: Fireblade, Quarterstaff, Clockwork Butterfly, Cure 1, Crocodile Skin Armor, Cure 2,

Displayed:
Deck: 4 Discard: 5 Buried: 0
Notes:
Sideboard cards:


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle decides to use one of his Cures to heal himself.
Cure (Grazzle): 1d4 + 1 ⇒ (4) + 1 = 5
Auto recharge

And... back to full health with a shuffled deck, one cure on bottom of deck, and one in hand. Good times for Grazzle. Healing is on the way.


Everything runs smoothly. I still encourage people to link their Deck Handler in their profile who haven't already, particularly so people can find out what cards they have available to be healed or not.

Random location: 1d5 ⇒ 3 -> The Bonecrusher Ambusher is shuffled into the Shifting Dunes due to the scenario power. There's now 2 villains/henchmen there!


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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules:

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 6, Darago/AAUGHWHY

Top of Blessing Discard Pile:

Blessing of Wadjet:
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_

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -61
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -60
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -59
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -58
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -57
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -56
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -55
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -54
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -53
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -52
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -51
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -50
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -49
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -48
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -47
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -46
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -45
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -44
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -43
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -41
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -40
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -39
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -38
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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_

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

Brickworks Card 3:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 4:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 5:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Brickworks Card 6:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/GMAndrew, None

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_

Shifting Dunes Card 2:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Shifting Dunes Card 3:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 4:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Shifting Dunes Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Shifting Dunes Card 7:
Compass
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_

Shifting Dunes Card 8:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 3:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 4:
Filter Hood
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_

Tarworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 7:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_

Tarworks Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 11:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, None


Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

After wandering the Shifting Dunes for what felt like hours, Darago sees a panicked figure fleeing just over the horizon, fur singed and tail between their legs. He decides to investigate further, but not before scanning his surroundings for anything that may be of use.

Discard Detect Magic to examine and find Tarworks Master

Recharge Detect Magic Arcane 4: 1d10 + 3 ⇒ (7) + 3 = 10

After taking a moment to compose himself, Darago approaches the Master. Perhaps he would be willing to act as a guide to the Tarworks in the future. Darago utters a quick prayer to anyone who may be listening for guidance and prepares some fun trivia facts. Treat BOTG as Blessing of Wadjet and reveal for +1d4, Discard Codex for +1 die

CHA 10: 2d6 + 1d4 ⇒ (3, 6) + (1) = 10

Recharge Codex Know 10: 1d10 + 3 ⇒ (10) + 3 = 13

Darago is just barely able to sway the Master with his extensive knowledge of the effects of heat and acidity on decomposing bodies. The Master helps guide Darago through the desert... Discard Tarworks Master to explore again

...And straight into an Ubashki Swarm. Darago takes this opportunity to give a live demonstration of his fun decompostion facts.Use Lightning Touch 2 on first check, then Force Missile 2 on the second check. Also use Darago's power to add 1d4 on check to defeat undead bane.

Combat 8: 1d10 + 3d4 + 3 ⇒ (4) + (4, 1, 4) + 3 = 16
Combat 8: 1d10 + 3d4 + 3 ⇒ (1) + (1, 3, 1) + 3 = 9
Recharge Lightning Touch 2 Arcane 6: 1d10 + 3 ⇒ (4) + 3 = 7
Recharge Force Missile 2 Arcane 6: 1d10 + 3 ⇒ (1) + 3 = 4
Curse this Force Missile!
Fort 8: 1d8 + 2 ⇒ (1) + 2 = 3

Darago is so focused on putting on an impressive show that he forgets to actually aim his Force Missiles and a pair of ubashkis are able to break through. With the coordination only possible with a un-lifetime of friendship, they weave around Darago's feet and he lands face-first in the sand, losing concentration. It's such an epic fail that the Gods themselves turn away in shame. How embarrassing! Bury Blessing of the Gods 1

Ego bruised, but relatively unharmed physically, Darago focuses on finding the fleeing figure.

End turn.

Darago wrote:

Hand: Cloth Armor, Magic Wooden Armor, Blast Stone, Force Missile 1, Sling, Blessing of Pharasma,

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.


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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules:

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 7, Valeros/AbrahamZ

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -61
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -60
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -59
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -58
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -57
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -56
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -55
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -54
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -53
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -52
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -51
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -50
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -49
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -48
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -47
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -46
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -45
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -44
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -42
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -41
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -40
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -39
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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_

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

Brickworks Card 3:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 4:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 5:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

Brickworks Card 6:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/GMAndrew, None

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 2:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Shifting Dunes Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 4:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Shifting Dunes Card 5:
Compass
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_

Shifting Dunes Card 6:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 7:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 3:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 4:
Filter Hood
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_

Tarworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 7:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_

Tarworks Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 11:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, None


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Valeros continues his investigation of the Brickworks and discovers a +1 Shock Glaive there.

card text:

Shock Glaive +1
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait_ If not proficient with weapons, the difficulty of this check is increased by 4_ If you would fail the check, you may discard this card to reroll the dice; take the new result_

I think this means that I need to use a card that has the Magic trait to acquire this one? Fortunately, I have a +1 Spiked Chain in my hand, so I think I can attempt this.

Valeros attempts to get the weapon...

I need to get a Melee result of 11 or higher, yes? My basic Melee is Str +3 and my Str is d10, so I think I'm starting out with 1d10+3.

The spiked chain card, which I believe I HAVE to use because I need the Magic trait to even attempt this, says "For you combat check, reveal this card to use your Str or Melee skill +2d4+1;" Question: does this mean that I would add my Str AGAIN? i.e. would it then become 1d10+3+1d10+2d4+1? That seems like a lot! Or does it mean, add 2d4+1 to what my Melee check would be normally? Which would make it 1d10+3+2d4+1.

The spiked chain card further says "you may additionally discard this card to add another 1d6". Question: Would I have to decide whether or not to do that before seeing the die result of the check?

It seems like I have a pretty good chance of acquiring this card as is, but just for the purpose of better understanding the rules and the flow of the game, Question: should I be also looking to see what, if anything, the other players can contribute to this? Would that only be Lini, since he is at the same location? Or would it include everyone? How would I determine what, if anything, others can contribute?

Hopefully this math is correct - please check me...

DC 11 Attempt to Acquire +1 Shock Glaive, Melee + Spiked Chain: 1d10 + 3 + 2d4 + 1 ⇒ (10) + 3 + (4, 3) + 1 = 21

Assuming that I've done this all correctly, I believe I've now acquired the +1 Shock Glaive. Someone please tell me if this is not the case.

Valeros raises his new weapon high above his head in triumph!

To use the +1 Spiked Chain, I only had to "reveal" the card, so Question: I believe it is still in my hand. Yes?

I now have 3 weapon cards: Greatsword, +1 Spiked Chain, +1 Shock Glaive. Question: Should I give one of them to Lini? If so, which one (all have non-proficiency penalties)? Can I do this now or only at the start of my turn?

Question: Re the Deck Handler, how do I now add this new card?

I think I can continue my turn if I'm willing to discard one of my cards that says "discard to explore" - yes? I have two with that language: Standard Bearer and Blessing of the Gods. Question: Which would be better to discard?

Many thanks in advance and sorry for so many questions!


Hey there, I'll answer each of your points as they come up! For readability, I'm not going to put all of my next in ooc tags.

Valeros Z. wrote:
I think this means that I need to use a card that has the Magic trait to acquire this one? Fortunately, I have a +1 Spiked Chain in my hand, so I think I can attempt this.

When you encounter a Boon (that is to say, a beneficial card like an ally, a weapon, or something else that could go in your deck) you generally have the option of rolling one of your Skills to attempt acquire it. If there's nothing stated in the cards powers about Acquiring it, then there's no additional requirement.

In this case, there's no need for the 'magic' trait or anything, and you don't need to use a weapon to acquire another weapon. It's just that the glaive has the magic trait, so if you had already got it in your hand you'd be able to fight ghosts and stuff that normally can't be hurt without magic.

Valeros Z. wrote:
I need to get a Melee result of 11 or higher, yes? My basic Melee is Str +3 and my Str is d10, so I think I'm starting out with 1d10+3.

Correct!

Valeros Z. wrote:
The spiked chain card, which I believe I HAVE to use because I need the Magic trait to even attempt this, says "For you combat check, reveal this card to use your Str or Melee skill +2d4+1;" Question: does this mean that I would add my Str AGAIN? i.e. would it then become 1d10+3+1d10+2d4+1? That seems like a lot! Or does it mean, add 2d4+1 to what my Melee check would be normally? Which would make it 1d10+3+2d4+1.

Afraid not. The spiked chain is a weapon, and like all weapons it says you use it "For your combat check". When you encounter a monster, it will have a "Check to Defeat: Combat 10" (or something like that), so you need to use some kind of card that allows you to pass Combat (if you have no weapons or attack spells that let you do something in combat, you have to resort to your 'unarmed' attack, which is just your Melee or Strength skill).

Trying to acquire a weapon is not a Combat check; in this case, it's a Strength or a Melee check. Your Spiked Chain doesn't say "For your Melee check" (nor do any weapons say that), so you can't use it here.

Valeros Z. wrote:
The spiked chain card further says "you may additionally discard this card to add another 1d6". Question: Would I have to decide whether or not to do that before seeing the die result of the check?

If this were a combat check, and you were using the Spiked Chain in combat, you'd have to do that before you see the initial result. Some cards say "After the roll, you may (do something)", but if they don't say that you have to put in all of your effects before you roll your dice.

Valeros Z. wrote:
It seems like I have a pretty good chance of acquiring this card as is, but just for the purpose of better understanding the rules and the flow of the game, Question: should I be also looking to see what, if anything, the other players can contribute to this? Would that only be Lini, since he is at the same location? Or would it include everyone? How would I determine what, if anything, others can contribute?

Excellent questions! Your odds aren't great (you'd need an 8+ on a 1d10, which is only 30%), but someone in the team may really want a Weapon 1, because after the scenario one of you gets to 'claim' it and use it as a card upgrade. That would mean someone gets to switch a weapon from their normal deck with a "Weapon 1" card from their class deck, which can be a big, permanent improvement. That means that you would probably ask for assistance here (or take another player's card if they've explicitly given permission for the team members to do so).

As a general rule, anyone from any location can contribute. Cards like blessings tend to say "discard this card to add 1 die to any check", which means they can always help out. Other cards might say "discard this card to add 1 die to a check at your location", but these are not as common.

If you look at other player's Deck Handlers and summary posts, you can find out what kinds of cards are in their hand. If a player hasn't stated what a card does, feel free to ask! I can also help in looking up card text; poking me on Hangouts is the fastest way to get a response. You can also just pause the game and wait for people to weigh in.

Valeros Z. wrote:
To use the +1 Spiked Chain, I only had to "reveal" the card, so Question: I believe it is still in my hand. Yes?

As mentioned, you can't use a weapon to acquire a weapon. But you're correct, normally 'reveal' means a card stays in your hand. After you use your sword to stab something, you still have your sword (unless it breaks or you throw it at something).

Valeros Z. wrote:
I now have 3 weapon cards: Greatsword, +1 Spiked Chain, +1 Shock Glaive. Question: Should I give one of them to Lini? If so, which one (all have non-proficiency penalties)? Can I do this now or only at the start of my turn?

Very good question. Firstly; you can only hand cards off at the very start of your turn, but I'll let you re-play your turn if you want! As for which one, that's a matter of opinion. Since she's not proficient with weapons, none of them are very good, but Greatsword is probably the best, if only by a small measure.

Note that having multiple weapons in your hand usually isn't a good idea, because you only need 1 to fight with. But, if you want to discard them in combat to get bonus dice, then it might be worth holding on to them. You're playing as Valeros, so you have a power that lets you recharge weapons instead of discarding them, so this is particularly important for you.

Valeros Z. wrote:
Question: Re the Deck Handler, how do I now add this new card?

When you acquire a card, go to your "DON'T LOOK" tab/sheet (I know, misleading name) and add it in, just like your normal cards! I recommend using italics or something so you can tell at a glance that it wasn't in your original deck, because sadly you don't quite get to keep it after the scenario. Be sure to also add it to your hand on the "LOOK" sheet!

I also notice that you've put in your card texts in your deck handler; I approve!

Valeros Z. wrote:
I think I can continue my turn if I'm willing to discard one of my cards that says "discard to explore" - yes? I have two with that language: Standard Bearer and Blessing of the Gods. Question: Which would be better to discard?

You'll need to re-attempt the Glaive, as I mentioned. You're correct that you can continue your turn by discarding one or the other, and they both have benefits or costs to doing so.

Blessings are nice to hold on to, because they can generally help anyone with any check, and adding a full die is usually quite a lot.
The Standard Bearer, comparatively, gives much less of a benefit than a full die to anyone. He can only help your checks, can only help specific checks, and he only gives +1d6. However, he does recharge instead of discard, and Valeros likes to keep an ally in hand so he can buff other people in combat with his power.

(Note; you can use either one, or even both, of those cards on your check to acquire the Shock Glaive, if you wish. You're making a non-combat Strength: Melee check, after all).

Spending cards means that you don't have access to them next turn... but it does mean you get to draw new cards to replace them at the end of your turn. Should you always discard them to explore? That depends, because there's both advantages and disadvantages to doing so. For the time being, I recommend you take 1 exploration each turn for a while, but feel free to use your Blessings or Allies to help yourself or other people.

Valeros Z. wrote:
Many thanks in advance and sorry for so many questions!

No worries! They're all great questions! I hope I could help, and please let me know if I can clear up anything else!

P.S. The "Banes" (monsters, barriers. Things you try to fight rather than acquire and collect) have "To Acquire" checks. That's due to an error in the database we're using that I can't fix yet, they're supposed to have "To defeat" checks. There's no real difference, though; just one you wipe out of the deck by passing, and one of them you get to draw into your hand by passing.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Great - many thanks for these helpful answers! A couple of follow-up questions:

1. Was I supposed to use a card to even get to look at the first card in the Brickworks stack? I thought that at the start of your turn you turn over the first card for your current location and that is "for free" but that you have to use cards to keep exploring. Was that incorrect? If so, what should I do now? I already looked at the top card and found the Shock Glaive. I can discard one of my cards to "pay" for the exploration. Does that mean that will effectively start each turn with only 3 cards in my hand (since my hand size is 4)?

2. Assuming that I'm now going to retry the check to Acquire the Shock Glaive, should I wait to see if any of the other party members want to help? I don't want to bog things down, but it seems like the odds aren't too good unless someone else adds some help.

Btw, I realize that I thought I needed a Magic item to attempt the Acquire check because of the formatting of the card online. I think it was actually saying: this card has the magic trait, hard return, "to acquire"...


Valeros Z. wrote:
1. Was I supposed to use a card to even get to look at the first card in the Brickworks stack? I thought that at the start of your turn you turn over the first card for your current location and that is "for free" but that you have to use cards to keep exploring. Was that incorrect? If so, what should I do now? I already looked at the top card and found the Shock Glaive. I can discard one of my cards to "pay" for the exploration. Does that mean that will effectively start each turn with only 3 cards in my hand (since my hand size is 4)?

You were correct, your first exploration is free! Incidentally, the rulebooks for this game are free to download on Paizo, so I recommend you keep a copy of the Mummy's Mask rulebook PDF, and I can find you a link if you want.

Specifically, your turn goes...

1. Flip over a card from the Blessings Deck (I handle this in scenario updates if I get a chance)
2. Optionally give a card to a player at your location
3. Optionally move
4. Optionally take your free exploration
5. If your location is empty, attempt to close it
6. End turn

You can play cards that don't specify a timing restriction (like "For your check") at any time between sections 2-5. Generally, you only need to worry about playing cards to let you explore again, and only after you've already taken your first, free, exploration.

Valeros Z. wrote:
2. Assuming that I'm now going to retry the check to Acquire the Shock Glaive, should I wait to see if any of the other party members want to help? I don't want to bog things down, but it seems like the odds aren't too good unless someone else adds some help.

You can ask the team for help, but you can also use your own cards to increase your chances if you want. By discarding your blessing, you add another 1d10. By recharging your Standard Bearer, you add another 1d6. Don't worry too much about bogging the game down; if you're unsure, I encourage you to give teammates an opportunity to chime in!

Valeros Z. wrote:
Btw, I realize that I thought I needed a Magic item to attempt the Acquire check because of the formatting of the card online. I think it was actually saying: this card has the magic trait, hard return, "to acquire"...

Correct. Once again, I do apologize. The back-end database and tool that GMs are using for this convention is in its very, very early days. It is my hope that a lot of these things are cleaned up by the time we get the second or third scenario underway, but right now the formatting is pretty ugly. I can't really solve that for the time being, sorry.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Thanks! Yes, I've been reading the rules but it's slow going - I've never played Magic or any other card games so I'm finding a lot of the terminology weird. I'm still quite confused about the difference between Burying and Banishing and Discarding and Recharging, for example. But I'll figure it out. Your answers have been extremely helpful!

So, to recap/retcon my turn so far: 1. I won't give a card to Lini since they all require proficiency and will instead wait for one of the other weapons to show up. @Lini, let me know if you would prefer me to give you one of the weapons that require proficiency and I'll do so on my next turn.

2. I'll stay put in Brickworks.

3. I've already used my free exploration to turn over the Shock Glaive. Now I'll attempt to Acquire it, and I'll discard my Blessing of the Gods to add 1 die to the check.

DC 11 Melee check: 1d10 + 3 + 1d10 ⇒ (4) + 3 + (2) = 9

But, alas, I still fail!

Valeros, his head still clouded by the enormity of things that must be understood to be a Pathfinder in this day and age, somehow allows a magical weapon to elude his grasp!

And, with that, I'll end my turn rather than attempting to explore again. Since I currently only have 3 cards, I'll draw 1.

Valeros wrote:

Hand: Greatsword, Spiked Chain +1, Quartermaster, Standard Bearer,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3

Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.


Bad luck on the rolls, there; the odds were certainly in your favor. But that's exactly correct!

To summarise some of the terminology:
"Banish"==Gone forever (Delete from your deck handler)
"Bury"==Gone until the end of scenario
"Discard"==Gone until you're healed
"Recharged"==Put to the bottom of your deck (AKA: "Gone for a while")

------------------------

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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 8, Damiel/khazkhaz

Top of Blessing Discard Pile:

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

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -92
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card -91
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -90
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -89
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -88
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -87
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -86
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -85
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -84
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -83
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -82
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -81
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -80
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -79
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -78
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -77
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -76
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -74
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -73
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -72
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -71
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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite To Acquire:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Brickworks Card 2:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 3:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 4:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

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

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/GMAndrew, None

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 2:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Shifting Dunes Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 4:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Shifting Dunes Card 5:
Compass
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_

Shifting Dunes Card 6:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 3:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 4:
Filter Hood
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_

Tarworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 7:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_

Tarworks Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 11:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, None


Deck Handler Weapon 2>Item 2>Spell 2

Damiel travels to Brickworks, intending to rendezvous with Lini. As he approaches he encounters a Blasphemous Priest!

Spotting the enemy from afar, Damiel readies a Dart . Valeros leaps to Damiel’s Aid as well.
Combat 10: 1d12 + 1d4 + 1d6 ⇒ (12) + (1) + (5) = 18
Damiel is an expert shot and takes down the enemy with one dart.

Damiel then takes shelter in a nearby hut.

Damiel wrote:

Hand: Aklys, Blowgun, Brilliance, Dart, Cure,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.


Sorry, Damiel, you'll need to re-do your combat. Blowgun has the Poison trait inherently, and so the undead Blasphemous Priest is immune to it.


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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules:

Giant Sand Eel:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 9, Lini/Bigguyinblack

Top of Blessing Discard Pile:

Blessing of Bastet:
Blessing of Bastet
Blessing C
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: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -92
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -91
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -90
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -89
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -88
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -87
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -86
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -85
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -84
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -83
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -82
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -81
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -80
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -79
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -78
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -77
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -75
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -74
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -73
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -72
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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

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

Brickworks Card 3:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

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

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/GMAndrew, None

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 2:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Shifting Dunes Card 3:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 4:
Unshakable Chill
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Shifting Dunes Card 5:
Compass
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_

Shifting Dunes Card 6:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 3:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 4:
Filter Hood
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_

Tarworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 7:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_

Tarworks Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 11:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
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


Alright, there was an error that was messing with Henchmen in location decks. I've found a workaround, and I've re-set the board correctly. Please make sure you continue from this post, not my previous update.

You are now free to take your turn, bigguyinblack. And I've made doubly sure that everything is where it should be, and the party hasn'y missed anything up to this point, either. All is well.

---------

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: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.

VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules:

Summoned Banes:
Giant Sand Eel:
Spoiler:
Giant Sand Eel
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Random Monsters:

Monster 1
Spoiler:
Magma Spirit
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_

Monster 2
Spoiler:
Acid Mantis
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Monster 3
Spoiler:
Death Hound
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Random Barriers:

Barrier 1
Spoiler:
Collapsing Scaffolding
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Barrier 2
Spoiler:
Alchemical Gas
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 3
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Random Weapons:

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

Weapon 3
Spoiler:
Blowgun
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_ When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Random Spells:

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

Spell 2
Spoiler:
Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck_ While displayed, that character adds 1 die to his Perception checks_ After each time that character explores, he may examine the top card of the location deck_ At the end of your turn, discard this card_ After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it_

Spell 3
Spoiler:
Elemental Treaty
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Random Armors:

Armor 1
Spoiler:
Crocodile Skin Armor
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

Item 2
Spoiler:
Holy Water Grenade
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 3
Spoiler:
Flash Freeze
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_

Random Allies:

Ally 1
Spoiler:
Falto
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_

Ally 2
Spoiler:
Stained Glass Elemental
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 3
Spoiler:
Marianix Karn
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_

Random Blessings:

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

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

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

Turn: 9, Lini/Bigguyinblack

Top of Blessing Discard Pile:

Blessing of Bastet:
Blessing of Bastet
Blessing C
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: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -92
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -91
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -90
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card -89
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -88
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -87
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -86
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -85
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -84
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -83
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -82
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -81
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -80
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -79
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card -78
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -77
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -75
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -74
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card -73
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -72
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_

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Lini/Bigguyinblack, Valeros/AbrahamZ, None

Brickworks Card 1:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks Card 2:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Brickworks Card 3:
Explorer's Staff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 4:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic To Acquire:
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_

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

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Sulfur Pits Card 1:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Sulfur Pits Card 2:
Commune
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_

Sulfur Pits Card 3:
Porcupine
Ally C
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_

Sulfur Pits Card 4:
Emperor Cobra
Monster B
Traits:
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Sulfur Pits Card 6:
Camouflaged Pit Trap
Barrier B
Traits:
Trap
Basic To Acquire:
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_

Sulfur Pits Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Sulfur Pits Card 8:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
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_

Sulfur Pits Card 9:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Sulfur Pits Card 10:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
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_

Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/GMAndrew, None

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Darago/AAUGHWHY, None

Shifting Dunes Card 1:
Pahmet Clansman
Ally C
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_

Shifting Dunes Card 2:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
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_

Shifting Dunes Card 3:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
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_

Shifting Dunes Card 4:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Shifting Dunes Card 5:
Compass
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_

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

Shifting Dunes Card 7:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Tarworks Card 1:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

Tarworks Card 2:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_

Tarworks Card 3:
Magma Spirit
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_

Tarworks Card 4:
Filter Hood
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_

Tarworks Card 5:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite To Acquire:
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_

Tarworks Card 7:
Stone Weasel
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1_
Discard this card to explore your location_ Add 1d4 to your checks to acquire items during this exploration_

Tarworks Card 8:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

Tarworks Card 9:
Alchemist's Kit
Item B
Traits:
Tool
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_
While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_

Tarworks Card 10:
Bonecrusher Ambusher
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.

Tarworks Card 11:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
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_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Windswept Chasm Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Windswept Chasm Card 2:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
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_

Windswept Chasm Card 5:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
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_

Windswept Chasm Card 6:
Immolate
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_

Windswept Chasm Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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

Windswept Chasm Card 9:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Windswept Chasm Card 10:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

Howling Sands
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


Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

Lini will start by handing Damiel this cool axe she found.

She will then take a moment to cure Valeros.
cure: 1d4 + 1 ⇒ (3) + 1 = 4
He is fully healed.
recharge DC 8 revealing Vulture: 1d10 + 2 + 1d4 ⇒ (6) + 2 + (1) = 9

She then explores the area.

And finds a Bonecrusher Ambusher
Since he is not immune to mental or poison dmg he is in big trouble.
Lini attacks him with a Viper Strike helped by her Vulture, Valeros's Master at Arms, and Damiel reading from an eldritch tome.
Viper Strike DC 10: 1d10 + 2 + 1d4 + 1d6 + 1d4 ⇒ (2) + 2 + (4) + (4) + (2) = 14
recharge revealing Vulture DC 6: 1d10 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6

Lini then temporarily drains the magic of her own tome Okay some of this doesn't make sense. to gain great strength. And pushes over a boulder to prevent the Gnolls from hiding here again.

str DC 5 revealing Vulture: 1d10 + 1d4 ⇒ (10) + (3) = 13

After Closing off the Brickworks she rests.

Lini wrote:

Hand: Vulture, Fireblade, Blessing of the Spellbound 2, Crow, Bllessing of the Spellbound 3,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessing of the Spellbound can be dascarded to add a die or recharged to add a die to a spell. Use em if you need em.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Knowledge: Intelligence +3
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([ ] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>

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

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