[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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I'm back! Nice work so far.

Sadly, an Ally 2 was banished at one point, but on the plus side Warehouse 4 is now empty. You may continue to 'explore' the Siege deck from there, and you would not banish the top card of your location deck there if told to do so, as it doesn't exist.
It is mechanically closed, but the rules of the scenario say not to flip it over, which means the "At This Location" effect still applies, so I'll just list it as Open with a note.

As part of Defensive Stance rules, Grazzle automatically closed Warehouse 4 when it was emptied, and so he may choose to summon and attempt to acquire a random item, weapon or armor. Please do so at the start of your next turn, or earlier.

==========================================

During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.


  • If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
  • When you close a Warehouse location, do not flip the Warehouse card over.
  • To win the scenario, a location must be open while the siege deck is empty.
    Additional Rules:
    Henchmen:
    Raid Leader
    Spoiler:
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 9 THEN Combat 11
    Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4.

    If undefeated, shuffle a card from your hand or discard pile into your location deck.

    Sand Scorpion
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Half-Elf Alchemist
    To Defeat: Combat 12
    Before you act, each character at this location is dealt 1 Poison damage.

    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Silver Chain Smuggler
    Spoiler:
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.

    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.

    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Turn: 19, Valeros/AbrahamZ

    Random Monsters:

    Monster 1
    Spoiler:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Monster 2

    Spoiler:
    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Monster 3

    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 4

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

    Monster 5

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

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

    Spoiler:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.

    Barrier 5

    Spoiler:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    Random Weapons:

    Weapon 1
    Spoiler:
    Djinni Quarterstaff
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee 6 OR Arcane Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Weapon 2

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

    Weapon 3

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

    Weapon 4

    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.

    Weapon 5

    Spoiler:
    Ooze Falchion +1
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Random Spells:

    Spell 1
    Spoiler:
    Fireblade
    Spell B
    Traits: Magic Divine Attack Fire Basic
    To Acquire: Wisdom Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    Spell 4

    Spoiler:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Clinging Venom
    Spell B
    Traits: Magic Arcane Divine Attack Poison Elite
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armor:

    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:
    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.

    Armor 3

    Spoiler:
    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.

    Armor 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Item 2

    Spoiler:
    Compass
    Item B
    Traits: Object Basic
    To Acquire: Wisdom Survival 4
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Item 3

    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 4

    Spoiler:
    Acid Flask
    Item B
    Traits: Liquid Attack Acid Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    Ally 2

    Spoiler:
    Mad Dog Marrn
    Ally 1
    Traits: Halfling Barbarian Hireling
    To Acquire: Survival Charisma Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; If you do not, you are dealt 1d4 Combat damage.
    Recharge this card to add 1d8 to the Survival check of a character at your location.
    Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

    Ally 3

    Spoiler:
    Camel
    Ally B
    Traits: Animal Mount Basic
    To Acquire: Wisdom Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 4

    Spoiler:
    Porcupine
    Ally B
    Traits: Animal Basic
    To Acquire: Wisdom Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Ally 5

    Spoiler:
    Embalmer
    Ally B
    Traits: Human Hireling Basic
    To Acquire: Charisma Diplomacy Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

    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.

    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: 12

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Lini

    Spoiler:
    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 Deck Card 2 - Turn 2 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 3 - Turn 3 Darago

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

    Blessings Deck Card 4 - Turn 4 Valeros

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

    Blessings Deck Card 5 - Turn 5 Lini

    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.

    Blessings Deck Card 6 - Turn 6 Grazzle

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

    Blessings Deck Card 7 - Turn 7 Darago

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Valeros

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

    Blessings Deck Card 9 - Turn 9 Lini

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Grazzle

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

    Blessings Deck Card 11 - Turn 11 Darago

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

    Blessings Deck Card 12 - Turn 12 Valeros

    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.

    Siege Deck
    M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

    Siege Deck Card 1:

    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Siege Deck Card 2:

    Bonecrusher Chieftain
    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Siege Deck Card 3:

    Tekenu
    Monster 2
    Traits: Undead Elite
    To Defeat: Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.
    Siege Deck Card 4:

    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 5:

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

    Shasalqu
    Monster 1
    Traits: Animal Cold Elite
    To Defeat: Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
    Siege Deck Card 7:

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

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Darago/AAUGHWHY, (Warehouse #1)

    Warehouse Card 1:
    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.
    Warehouse Card 2:
    Bladeguard
    Item B
    Traits: Liquid Acid Alchemical Basic
    To Acquire: Intelligence Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
    Warehouse Card 3:
    Seer's Tea
    Item B
    Traits: Liquid Magic
    To Acquire: Intelligence Wisdom 4
    Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Warehouse #2)

    Warehouse Card 1:
    Ring of the Godless
    Item B
    Traits: Accessory Magic
    To Acquire: Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Warehouse #3)

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

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Grazzle/GMAndrew, (Warehouse #4 - CLOSED)

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: Lini/Bigguyinblack

    Precinct of Left Eyes 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.
    Precinct of Left Eyes Card 2:
    Black Marsh Spider Venom
    Item 2
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 8
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
    Precinct of Left Eyes 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.
    Precinct of Left Eyes Card 4:
    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.

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Valeros/AbrahamZ

    Smoking Den Card 1:
    Sebti the Crocodile
    Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
    Smoking Den Card 2:
    Dredge
    Ally B
    Traits: Halfling Rogue Aspis
    To Acquire: Charisma Diplomacy 8
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.
    Smoking Den 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.
    Smoking Den Card 4:
    Falcata
    Weapon B
    Traits: Sword Melee Slashing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.
    Smoking Den Card 5:
    Chakram
    Weapon B
    Traits: Knife Ranged Slashing Elite
    To Acquire: Dexterity Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    It is the hour of Abadar and an old crone attempts to put the evil eye on Valeros!

    Explore Siege Deck 1

    The Evil Eye:

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

    Recharge Grazzle's Blessing of Abadar
    Diplomacy 6+4=10: 1d8 + 3 + 2d8 ⇒ (6) + 3 + (6, 2) = 17 banished

    Discard Blessing of Asmodeus to explore Siege Deck 2

    Bonecrusher Chieftain:

    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Reveal Shock Glaive +1
    Combat 12+2=14: 1d10 + 5 + 1d10 + 1 ⇒ (8) + 5 + (6) + 1 = 20 banished
    Per monster power, Shock Glaive is discarded

    Reset hand, end turn

    Valeros wrote:

    Hand: Sorrowsoul, Lockpick Shield, Menacing Backsword +1, Akhentepi's Armor, Natron Fang,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Sorrowsoul: Reveal my ally to add +1d6+1 to your combat checks at my location;

    Sorrowsoul: On a check against a bane by a character at your location, after the roll, recharge this card to add 1 for each die that is a 1 or 2. If the check invokes the Cold or Undead trait, add an additional 1.

    Location: Smoking Den"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+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 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+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.

    Turn Summary:
    * Recharged Grazzle's Blessing of Abadar (recharge rather than discard because of Abadar at the top of the discard pile)


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

    Blessing of Horus in effect.

    Lini knows how Grazzle's healing works and decides to go check up on him.

    "Oh dear, You are not looking so good."

    She casts a protective spell on the area then heals Grazzle.

    Elemental Treaty displayed at Warehouse #4

    casting Cure 2 on Grazzle: 1d4 + 1 ⇒ (2) + 1 = 3

    recharge 8 revealing Wolverine: 1d10 + 1d4 + 5 ⇒ (1) + (4) + 5 = 10

    While Grazzle mends she has his back.

    Siege Deck Card 3: Tekenu:

    Monster 2
    Traits: Undead Elite
    To Defeat: Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.

    A Tekenu chose a really bad time to attack.

    combat 13 casting Holy Javelin and revealing Wolverine: 1d10 + 2d12 + 1d6 + 1d4 + 5 ⇒ (5) + (12, 11) + (5) + (2) + 5 = 40
    recharge 10 revealing Wolverine: 1d10 + 1d4 + 5 ⇒ (5) + (2) + 5 = 12

    Last act of defiance?: 1d4 ⇒ 1

    Thankfully nothing of value is left to be damaged by the destructive holy might.

    All seems calm, For now.

    Lini wrote:

    Hand: Binder's Tome, Cure 1, Blessing of the Spellbound, Wolverine, Fire Snake,

    Displayed: Elemental Treaty,
    Deck: 10 Discard: 0 Buried: 0
    "Notes: Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Location: Werehouse #4 (Closed)"
    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 [X] +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 ([X] +1) ([X] +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>

    Turn Summery:
    Grazzle healed for 3. Elemental Treaty displayed at Warehouse #4. Siege Deck Card 3 very banished.


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

    Warehouse Closing
    Grazzle chooses Weapon. He finds a Djinni Quarterstaff.
    Divine 8: 1d10 + 5 ⇒ (6) + 5 = 11 - Success
    (Will just put it in my discard as to not disrupt my turns)

    Then his Blessing of Abadar recharges from Valeros's turn.

    Then he gets healed for 3 - Find Traps, Inflict, Djinni Quarterstaff

    Beginning of Turn
    Grazzle heals his comrades some. Discard 1 card - Sphere of Fire
    Valeros (heal 2) and Darago (heal 1) should both be full.

    Siege Deck Card 4: Explore
    It's a Baited Jewel Box! He recharges a Blessing of Pharasma to try to get it. (Blessing of Pharasma on top of discard pile right now)
    Craft 10: 2d10 + 1 ⇒ (3, 9) + 1 = 13 - Success
    He draws a Soul Stimulant, an Item 2!

    He ends his turn. Getting close to the end!

    Grazzle wrote:

    Hand: Scarab Shield, Holy Light, Blessing of Pharasma 1, Soul Simulant, Cure 2, Find Traps,

    Displayed:
    Deck: 8 Discard: 3 Buried: 1
    Notes: Blessing of Pharasma 1: +2 dice if spell was played on check; Cure 2: Heal for 1d4+1 cards at my location; Find Traps: +2 dice to any check to defeat a barrier;
    Sideboard cards: Sideboard:,


    3 cards to go!

    No script was used for this update.

    ====================

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • When building the location decks, using the deck list from the Warehouse, make a number of Warehouse locations equal to the number of characters. Set aside the henchmen, monsters, and barriers that would go into location decks, then shuffle them into a siege deck. Display the support card Defensive Stance next to this card.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.


  • If the result of your check to defeat a bane exceeds its difficulty by 10 or more, banish the top card of your location deck.
  • When you close a Warehouse location, do not flip the Warehouse card over.
  • To win the scenario, a location must be open while the siege deck is empty.
    Additional Rules:
    Henchmen:
    Raid Leader
    Spoiler:
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 9 THEN Combat 11
    Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4.

    If undefeated, shuffle a card from your hand or discard pile into your location deck.

    Sand Scorpion
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Half-Elf Alchemist
    To Defeat: Combat 12
    Before you act, each character at this location is dealt 1 Poison damage.

    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Silver Chain Smuggler
    Spoiler:
    Henchman 2
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.

    Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.

    After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.

    If defeated, you may immediately attempt to close the location this henchman came from.


    Turn: 22, Darago/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Spoiler:
    Ice Elemental
    Monster 2
    Traits:
    Elemental
    Outsider
    Cold
    Elite
    To Defeat:
    Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.

    Spoiler:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

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

    Spoiler:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Barriers
    Spoiler:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

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

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

    Spoiler:
    Final Nights
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Intelligence
    Charisma
    Diplomacy 7
    When you examine this card, suffer the scourge Curse of Daybane then banish this card.
    If undefeated, suffer the scourge Curse of the Daybane, then banish this card.

    Spoiler:
    Telekinesis Trap
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    Elite
    To Defeat:
    Arcane
    Divine 12
    OR Constitution
    Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

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

    Spoiler:
    Glacial Khopesh +1
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Spoiler:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

    Spoiler:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

    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.

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

    Spoiler:
    Augury
    Spell B
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Viper Strike
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    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.

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

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

    Spoiler:
    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.

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

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

    Spoiler:
    Embalming Fluid
    Item 1
    Traits:
    Liquid
    Cold
    Poison
    Alchemical To Acquire:
    Intelligence
    Craft
    Knowledge 7
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

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

    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.

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

    Spoiler:
    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.

    Spoiler:
    Camel
    Ally B
    Traits:
    Animal
    Mount
    Basic To Acquire:
    Wisdom
    Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Spoiler:
    Azaz Arafe and Zazu
    Ally 1
    Traits:
    Human
    Evoker
    AND
    Animal To Acquire:
    Charisma
    Diplomacy
    Arcane
    Divine 7
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Spoiler:
    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.

    Blessings
    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.

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

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

    Spoiler:
    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.

    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: 9

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    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 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 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 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 Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of 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.

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

    Siege Deck Card 1:

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

    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
    Siege Deck Card 3:

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

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Darago/AAUGHWHY, (Warehouse #1)

    Warehouse Card 1:
    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.

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

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

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Warehouse #2)

    Warehouse Card 1:
    Ring of the Godless
    Item B
    Traits:
    Accessory
    Magic To Acquire:
    Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Warehouse #3)

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

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, (Warehouse #4 - CLOSED), Elemental Treaty displayed (Lini)

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None

    Precinct of Left Eyes 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.

    Precinct of Left Eyes Card 2:
    Black Marsh Spider Venom
    Item 2
    Traits:
    Liquid
    Poison To Acquire:
    Intelligence
    Craft 8
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Precinct of Left Eyes 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.

    Precinct of Left Eyes Card 4:
    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.

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Valeros/AbrahamZ, None

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

    Smoking Den Card 2:
    Dredge
    Ally B
    Traits:
    Halfling
    Rogue
    Aspis To Acquire:
    Charisma
    Diplomacy 8
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
    Discard this card to explore your location, adding 1d4 to your checks to acquire items.

    Smoking Den 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.

    Smoking Den Card 4:
    Falcata
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Smoking Den Card 5:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    I realized I never took Acid Arrow out of my hand from when I casted it last turn. Here's what my hand actually was at the end of the turn.

    Darago wrote:
    Hand: Binder's Tome, Mask of the Forgotten Pharaoh, Blessing of Sivanah, Shield Cloak, Frost Ray, Spell Dagger, Armor of the Sands,

    Darago is walking through the Warehouse when Card 1: Falling Rubble plummets from a nearby shelf. He remembers Grazzle's advice in avoiding obstacles and tries to backflip away! Play Grazzle's Find Traps to gain 2 dice.

    DEX 6: 3d6 ⇒ (4, 4, 6) = 14

    He deftly avoids most of the falling inventory before a large animal falls on top of him, causing him to lose track of some of his stuff. Its the Card 1: Shasalqu!

    WIS 6: 1d8 ⇒ 3
    Recharge 1d4 Cards: 1d4 ⇒ 2

    Having lost track of his spellbook, he draws his Spell Dagger and engages the old-fashioned way! Reveal Spell Dagger to use DEX+1d6+1. Also reveal Binder's Tome to add 1d4

    Combat 9: 2d6 + 1d4 + 1 ⇒ (2, 6) + (1) + 1 = 10

    With he Shasalqu defeated, Darago prays and continues his shopping. Discard Blessing of Sivanah to explore again.

    His meandering brings him back to the Baited Jewel Box he was eyeing earlier. The time for him to make a decision has come and he takes a moment to mull it over. He prays that he's making the right decision. Use Lini's Blessing of the Spellbound and Grazzle's Blessing of Pharasma to add 1 die each.

    Disable 8: 3d4 ⇒ (3, 2, 1) = 6

    Darago decides against purchasing the jewel box for now.

    End Turn.

    Darago wrote:

    Hand: Binder's Tome, Mask of the Forgotten Pharaoh, Life Drain, Sphere of Fire, Force Missile, Spell Dagger, Augury,

    Displayed:
    Deck: 8 Discard: 2 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 [X] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire 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.
    [X] When you defeat a monster 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.


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

    It is the hour of Maat.

    Explore Siege Deck Card 3

    Valeros eyes the jewel box suspiciously. What trickery is this from the invaders, as their forces are finally depleted, to woo us with such trifles? I must take care...

    Barrier B:

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

    Recharge Lockpick Shield
    Disable 6+2=8: 2d10 + 2 ⇒ (4, 9) + 2 = 15

    Draw Random Item

    Magic Carpet:

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

    We win!


    COMPLETED SCENARIO 3-2A: RAID ON THE WAREHOUSE

    Following this scenario, we'll return to our scheduled Scenario 3-2E, where having found one of the sky pyramids of legend buried amidst the sand and unearthed it with the help of elementals, you've fought through a mummy guarding it and now are on your way to unlocking its secrets.

    REWARD

  • The party gets all the boons remaining in location decks. (These are listed under "Acquired Cards")

  • Trader: Auction House - Offers Allies (Cost: 2 Boons)
  • Trader: Falsin Deek - Offers Items (Cost: 2 Boons) {Note: Lini and Grazzle already had access to this trader}

    These traders will be added to the Loot Tracker shortly.

    TIER ADVANCEMENT

  • All characters gain a Card Feat for completing their fourth scenario of Tier 2. (Unless any of you made Tier Progression that I'm not aware of)

    DEVELOPMENT:
    You defeated the raiders and recovered all of your supplies. As you prepare to summon the guards to arrest these would-be thieves, their leader shouts, “Wait! If you send me to the guards, I’ll tell everyone I can about your little Pathfinder mission to the sky pyramid. If you don’t, I’ll tell you who sent me.”

    Your spine stiffens. If these thieves know about your discovery, how far could rumors have spread? You briefly contemplate taking his deal, but conclude that Sothis’s guards are unlikely to trust the word of a thief. Still, as the guards take him and his compatriots away, you wonder how your secret escaped.

    Personalized Development:
    Returning from your journeys, having answered the call to arms across the Society's wide influences, you meet once again with your Aspis 'allies' - though you use the word tentatively. You check in to the storage areas where you stored many of your survival and travel gear for the hot Sothis sun, only to find it infested with burglars; pocketing not only your own personal supplies but the loot and trinkets awaiting appraisal from your expeditions so far.

    No match for those who have fought armies of demons and fleets of undead; you defeat the raiders and recovered all of your supplies. As you prepare to summon the guards to arrest these would-be thieves, their leader shouts, “Wait! If you send me to the guards, I’ll tell everyone I can about your little Pathfinder mission to the sky pyramid. If you don’t, I’ll tell you who sent me.”

    Your spine stiffens. If these thieves know about your discovery, how far could rumors have spread? You briefly contemplate taking his deal, but conclude that Sothis’s guards are unlikely to trust the word of a thief. Still, as the guards take him and his compatriots away, you wonder how your secret escaped. Could the Aspis have seen an opportunity in your absence to capitalize on what you already uncovered, or is there another party observing your quest? You're not sure which is more unsettling.

    There's nothing for it now, though; you must return to the site of the Sky Pyramid, and see how the Aspis investigations of the site are progressing.

    ACQUIRED CARDS:

    Dhabba (Ally B)
    Mumia Smugglers (Ally B)
    Dredge (Ally B)
    Sebti the Crocodile (Ally 1)

    Crocodile Skin Armor (Armor B)

    Blessing of Thoth (Blessing 1)
    Blessing of Thoth (Blessing 1)

    Ring of the Godless (Item B)
    Seer's Tea (Item B)
    Kohl of Uncanny Discernment (Item B)
    Bladeguard (Item B)
    Soul Stimulant (Item 2)
    Black Marsh Spider Venom (Item 2)
    Magic Carpet (Item 2)

    Falcata (Weapon B)
    Djinni Quarterstaff (Weapon B)
    Explorer's Staff (Weapon B)
    Chakram (Weapon B)


  • Development from Scenario 3-2D (finished previously):
    You managed to defeat the guardians without significantly damaging the room or the mummy’s adornments. None of your Aspis allies perished to the mummy’s attacks, but a few sustained injuries. Merai warns the injured to inform her immediately if they start to feel ill. You’ve heard tales of the painful rot that a mummy’s curse can bring.

    Thanking the gods that you managed to evade the worst of its attacks, you turn your attention back to the room. The wall behind the mummy’s sarcophagus bears several thin, straight cracks exposed by the trapsmith’s ministrations. On a closer look, you discover that these cracks are the edges of a secret panel! What other secrets might this pyramid hide?

    ====================

    3-2E: MAYBE YOU SAW THIS COMING

    After inspecting the area around the secret panel, you find an opening mechanism built into the sarcophagus’s base. The panel shudders and sinks into the ground, revealing a shallow staircase that ascends far beyond the range of your torches. The staircase gradually winds upward, coming to an end at a brightly lit circular chamber. The light emanates from a golden sun on the domed ceiling above, whose twelve rays stretch down the walls, each ending in a narrow passageway. A circle of hieroglyphs rings the floor, proclaiming over and over, “Only with Ra’s Light can we see.” The passageways branching off the round room connect in a perplexing maze. With so many chambers and tunnels to explore, you and the Aspis leader Ridaiya Merai make a plan to divide your efforts and share your findings.

    Mapping the twisting passages and their numerous dead ends is exciting work, but it is exhausting. Two days after your work began, you are confident that with Merai’s help, you have mapped its rooms and tunnels. You resume your studies of the history writ large across the pyramid’s walls. So little is known about the time of the Sky Pharaoh, and this pyramid is bound to contain secrets that have been hidden for millennia.

    Suddenly, the pyramid lurches violently. Dust and rubble falls from the ceiling, and the sound of stone grinding against stone echoes through the air. A pair of Aspis agents yells from across the room, demanding an explanation for the shaking ground. As you turn to answer, a huge piece of ceiling collapses, and you barely dodge out of the way in time to prevent it from caving in your skulls. There’s little time to explain. If you don’t escape quickly, this ancient tomb may well become your own.

    Personalized Scenario Intro:
    The Aspis discoveries have borne fruit in your absense; they've found old mechanisms that led to a shallow staircase being revealed, one that that ascends far beyond the range of the torches they had set up. The staircase gradually winds upward, coming to an end at a brightly lit circular chamber. The light emanates from a golden sun on the domed ceiling above, whose twelve rays stretch down the walls, each ending in a narrow passageway. A circle of hieroglyphs rings the floor, proclaiming over and over, “Only with Ra’s Light can we see.” The passageways branching off the round room connect in a perplexing maze.

    The Aspis leader Ridaiya Merai - whom purses her lips quietly at the sight of Valeros' return - has been organizing the efforts to search and map out the interior of the pyramid, and she invites you to double-check some of their completed work to confirm the accuracy of their maps, measurements and evaluations. Grazzle frowns, observing that she seems determined to have the Pathfinders leave her alone, but puts it down to the reaction of seeing Valeros once more, and lets it go.

    Mapping the twisting passages and their numerous dead ends is exciting work, but it is exhausting. You split your team up to cover ground faster, whilst Darago resumes his studies of the history writ large across the pyramid’s walls. So little is known about the time of the Sky Pharaoh, and this pyramid is bound to contain secrets that have been hidden for millennia.

    As the group meets up to discuss their findings - away from the prying eyes of the Aspis - Lini, sensitive to the movements of the earth, shouts out a warning, giving the group time to brace themselves before the pyramid lurches violently. Dust and rubble falls from the ceiling, and the sound of stone grinding against stone echoes through the air. A pair of Aspis agents yells from across the room, demanding an explanation for the shaking ground. As you turn to answer, a huge piece of ceiling collapses, and you barely dodge out of the way in time to prevent it from caving in your skulls. There’s little time to explain. If you don’t escape quickly, this ancient tomb may well become your own.

    DURING THIS SCENARIO:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.
    Aspis Agent:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.

    HENCHMEN

    Collapsing Hallways:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.


  • Your random Aspis Ally is...

    Dredge:

    Ally B
    Traits: Halfling Rogue Aspis
    To Acquire: Charisma Diplomacy 8
    When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.

    Discard this card to explore your location, adding 1d4 to your checks to acquire items.

    One player may get to draw this ally into their hand in addition to their opening draw. Be sure to express interest in this ally, if any, addition to thinking about your trader options and loot choices.


    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 1, Lini/Bigguyinblack

    ==============

    Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, Darago/AAUGHWHY, None

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None


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

    Visit Sunburst Market to trade Mind's Eye Blade with a basic item.

    Trade Staff of Minor Healing for Game of Afterlife.
    Trade Basic Item from Sunburst Market for Mask of the Forgotten Pharaoh.

    Darago wrote:

    Hand: Blessing of Sivanah, Sphere of Fire, Blessing of Master of Masters, Life Drain, Mask of the Forgotten Pharaoh, Armor of the Sands, Acid Arrow,

    Displayed:
    Deck: 11 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 [X] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire 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.
    [X] When you defeat a monster 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.


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

    So card upgrade Spell. Will add Remove Curse since I'm already running the other 4 basic spells I like. Will visit Sunburst Market and trade AoMF for Immolate. Upgrade will be blessing 1 to replace BoPharasma with BotS.

    Lini wrote:

    Hand: Mastiff, Remove Curse, Blessing of Milani, Holy Javelin, Blessing of Sivanah,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    "Notes: Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    Blessing of Milani: Discard this card to add 2 dice to any non-combat Dexterity or Wisdom.

    Remove Curse: Recharge this card to banish a displayed card that has the Curse trait.

    Location: Stonework Passages"
    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 [X] +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 ([X] +1) ([X] +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 Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

    No deck upgrade from previous scenario

    Card Feat: Spell (adding Fire Snake basic spell to my deck)

    Grazzle uses the Sunburst Market to trade his Quarterstaff for Remove Curse.

    He uses the scenario reward to trade his Crocodile Skin Armor for Scarab Shield.

    Grazzle wrote:

    Hand: Scarab Shield, Find Traps, Binder's Tome, Blessing of Abadar, Fireblade, Holy Light,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Find Traps: +2 dice to any check to defeat a barrier; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Abadar: +2 dice on any check to defeat a barrier;
    Sideboard cards: Sideboard:,

    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 [X]+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 ([X] 1 plus) twice the number of cards you discarded.
    [X] Add 2 to your check that invokes the Attack trait.


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

    Instead of Immolate Lini will take Elemental Treaty.


    Waiting on Valeros' trades and loot before I can construct the Location Decks accurately.


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

    Sorry for the delay - very busy day yesterday.

    Valeros will take Item for his card feat.

    Valeros will use one of the Item 2 card upgrades to take Hat of Glamour for his new open Item slot.

    No visit to any of the traders.

    For loot (unless anyone else wants any of these cards):
    * Natron Fang (trading Greatclub)
    * Akhentepi's Armor (trading Stanching Buckler)
    * Neferekhu (trade Dredge)

    I'm NOT taking Tablet of Languages Lost (which I had taken last time) so it's available if anyone else wants it.

    Valeros will draw Dredge (Scenario) as the Aspis Ally (unless anyone else wants it).

    Favored Card type for opening draw: Ally

    Valeros wrote:

    Hand: Sharper, Natron Fang, Shock Glaive +1, Mindblade, Candle of Comity, Dredge (Scenario),

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Sharper: Reveal my ally to add +1d6+1 to your combat checks at my location;

    Candle of Comity: Recharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.
    Location: "
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+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 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+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 should be ready to go!


    If anyone else would like to take the Tablet of Languages Lost (A possible option for the Charisma-caster Grazzle, or anyone for it's rounded benefits), feel free to do so.

    ======================

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 1, Lini/Bigguyinblack

    Random Monsters:

    Monster 1
    Spoiler:
    Skeletal Jackal
    Monster B
    Traits: Undead Skeleton Basic
    To Defeat: Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Monster 2

    Spoiler:
    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Monster 3

    Spoiler:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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 4

    Spoiler:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 5

    Spoiler:
    Ghost Scorpion
    Monster B
    Traits: Trigger Animal Poison Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Scorpion Whip
    Weapon 1
    Traits: Whip Melee Piercing Poison Finesse Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 2

    Spoiler:
    Glacial Khopesh +1
    Weapon 1
    Traits: Sword Melee Slashing Cold Magic Elite
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Weapon 3

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

    Weapon 4

    Spoiler:
    Staff of Focus
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Fiery Glare
    Spell B
    Traits: Magic Arcane Divine Attack Fire Elite
    To Acquire: Intelligence Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3

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

    Spell 4

    Spoiler:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2

    Spoiler:
    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.

    Armor 3

    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Armor 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Ring of the Godless
    Item B
    Traits: Accessory Magic
    To Acquire: Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Item 2

    Spoiler:
    Black Marsh Spider Venom
    Item 2
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 8
    Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

    Item 3

    Spoiler:
    Frost Staff
    Item B
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    Item 4

    Spoiler:
    Acid Flask
    Item B
    Traits: Liquid Attack Acid Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 5

    Spoiler:
    Compass
    Item B
    Traits: Object Basic
    To Acquire: Wisdom Survival 4
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Random Allies:

    Ally 1
    Spoiler:
    Embalmer
    Ally B
    Traits: Human Hireling Basic
    To Acquire: Charisma Diplomacy Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Ubashki
    Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Neb-at
    Ally 1
    Traits: Human Smuggler
    To Acquire: Charisma Diplomacy 6
    Recharge this card to add 1 die to your check against a card that has the Animal trait.
    Discard this card to explore your location.

    Ally 4

    Spoiler:
    Embalmer
    Ally B
    Traits: Human Hireling Basic
    To Acquire: Charisma Diplomacy Craft 5
    Recharge this card to add 1d4 to your Intelligence check.
    Bury this card to evade a monster that has the Undead trait.
    Discard this card to explore your location.

    Ally 5

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

    Spoiler:
    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.

    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: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Grazzle

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

    Blessings Deck Card 2 - Turn 2 Darago

    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.

    Blessings Deck Card 3 - Turn 3 Valeros

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

    Blessings Deck Card 4 - Turn 4 Lini

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

    Blessings Deck Card 5 - Turn 5 Grazzle

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

    Blessings Deck Card 6 - Turn 6 Darago

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

    Blessings Deck Card 7 - Turn 7 Valeros

    Spoiler:
    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 Deck Card 8 - Turn 8 Lini

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

    Blessings Deck Card 9 - Turn 9 Grazzle

    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.

    Blessings Deck Card 10 - Turn 10 Darago

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

    Blessings Deck Card 11 - Turn 11 Valeros

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

    Blessings Deck Card 12 - Turn 12 Lini

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

    Blessings Deck Card 13 - Turn 13 Grazzle

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

    Blessings Deck Card 14 - Turn 14 Darago

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

    Blessings Deck Card 15 - Turn 15 Valeros

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Lini

    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.

    Blessings Deck Card 17 - Turn 17 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 18 - Turn 18 Darago

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

    Blessings Deck Card 19 - Turn 19 Valeros

    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.

    Blessings Deck Card 20 - Turn 20 Lini

    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.

    Blessings Deck Card 21 - Turn 21 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 22 - Turn 22 Darago

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

    Blessings Deck Card 23 - Turn 23 Valeros

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

    Blessings Deck Card 24 - Turn 24 Lini

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

    Blessings Deck Card 25 - Turn 25 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 26 - Turn 26 Darago

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

    Blessings Deck Card 27 - Turn 27 Valeros

    Spoiler:
    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.

    Blessings Deck Card 28 - Turn 28 Lini

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

    Blessings Deck Card 29 - Turn 29 Grazzle

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

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

    Stonework Passages Card 1:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Stonework Passages Card 2:
    Carrion Golem
    Monster 2
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.
    Stonework Passages Card 3:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Stonework Passages Card 4:
    Wall Scythes
    Barrier B
    Traits: Obstacle Trap Slashing Basic
    To Defeat: Dexterity Acrobatics 4 OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
    Stonework Passages Card 5:
    Fire Lance
    Weapon B
    Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
    To Acquire: Dexterity Ranged Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Stonework Passages Card 6:
    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.
    Stonework Passages Card 7:
    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.
    Stonework Passages Card 8:
    Elemental Treaty
    Spell B
    Traits: Magic Arcane Divine Basic
    To Acquire: Intelligence Arcane Wisdom Divine 4
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Stonework Passages Card 9:
    Fireball Trap
    Barrier 2
    Traits: Trap Magic Fire Elite
    To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Stonework Passages Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Stonework Passages Card 11:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
    Located/Displayed Here: None

    Mumia Lab Card 1:
    Sand Creeper
    Monster B
    Traits: Trigger Elemental Outsider Basic
    To Defeat: Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.
    Mumia Lab Card 2:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Mumia Lab Card 3:
    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.
    Mumia Lab Card 4:
    Crocodile Skin Shield
    Armor B
    Traits: Shield Offhand Basic
    To Acquire: Constitution Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    Mumia Lab Card 5:
    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.
    Mumia Lab Card 6:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 7:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Mumia Lab Card 8:
    Scroll of Thoth
    Item 1
    Traits: Trigger Object Magic Thoth
    To Acquire: Knowledge Wisdom Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.
    Mumia Lab Card 9:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
    Mumia Lab Card 10:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Mumia Lab Card 11:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Ghoul Square Card 1:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Ghoul Square Card 2:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Ghoul Square Card 3:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 4:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 5:
    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.
    Ghoul Square Card 6:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Ghoul Square Card 7:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Ghoul Square Card 8:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ghoul Square Card 9:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Ghoul Square Card 10:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Ghoul Square Card 11:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Crypt Card 1:
    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.
    Crypt Card 2:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 3:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 4:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt 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.
    Crypt Card 6:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Crypt Card 7:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Crypt Card 8:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 9:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 10:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 11:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 3:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 4:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 7:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    Blessing of Abadar in effect.

    Lini's stumpy legs move surprisingly fast through the Stonework Passages.

    Stonework Passages Card 1: Aspis Agent:

    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.

    An Aspis agent bares the way buut Lini talks fast and sweet.

    charisma 6 revealing Grazzle's Binder's tome and Mastiff: 1d8 + 2d4 + 2 ⇒ (4) + (2, 4) + 2 = 12

    He moves aside to reveal what is past him.

    Examine card 2. Carrion Golem. Will encounter it.

    Stonework Passages Card 2: Carrion Golem:

    Monster 2
    Traits: Construct Golem Elite
    To Defeat: Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your deck.

    Lini isn't set up well to fight a golem but Valeros seems to be lagging behind and we are in a rush. Lini gains the strength of a bear and with the help of some allies she attacks.

    Discard Cure 1 from top of deck due to BYA effect.

    combat 14 discarding Remove Curse to increase strength to d10, Revealing Valeros's Sharper, revealing Mastiff, Discarding my Blessing of Sivanah to add a die: 2d10 + 1d6 + 1d4 + 3 ⇒ (7, 1) + (3) + (1) + 3 = 15

    As the golem crumbles to dust Lini is overtaken by Grazzle.

    bottom cards move to Mumia Lab: 1d4 ⇒ 4

    Recharge hand.

    Lini wrote:

    Hand: Mastiff, Elemental Treaty, Blessing of Milani, Holy Javelin, Cure 2,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    "Notes: Elemental Treaty: 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.

    Blessing of Milani: Discard this card to add 2 dice to any non-combat Dexterity or Wisdom.

    Location: Stonework Passages"
    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 [X] +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 ([X] +1) ([X] +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>


    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 2, Grazzle/GMAndrew

    Random Monsters:

    Monster 1
    Spoiler:
    Emperor Cobra
    Monster B
    Traits: Animal Poison Basic
    To Defeat: Stealth 6 OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Monster 2

    Spoiler:
    Bonecrusher Chieftain
    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Monster 3

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

    Monster 4

    Spoiler:
    Tekenu
    Monster 2
    Traits: Undead Elite
    To Defeat: Combat 13
    The Tekenu is immune to the Mental and Poison traits.
    Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
    After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
    If the check to defeat has the Divine trait, add 1d6.

    Monster 5

    Spoiler:
    Bonecrusher Hyenamaster
    Monster B
    Traits: Trigger Gnoll Basic
    To Defeat: Combat 9 THEN Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Random Barriers:

    Barrier 1
    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 2

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

    Spoiler:
    Stabbing Spear Staircase
    Barrier 1
    Traits: Obstacle Trap Piercing Elite
    To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
    If defeated, you may explore again.
    If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Fire Kukri +1
    Weapon 1
    Traits: Knife Melee Slashing Fire Magic Elite Finesse
    To Acquire: Strength Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 3

    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 4

    Spoiler:
    Shotel
    Weapon B
    Traits: Scythe Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5

    Spoiler:
    Glacial Khopesh +1
    Weapon 1
    Traits: Sword Melee Slashing Cold Magic Elite
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
    Recharge this card to ignore a non-villain bane's power that happens after you act.

    Random Spells:

    Spell 1
    Spoiler:
    Corrosion
    Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    Spell 4

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

    Spell 5

    Spoiler:
    Clinging Venom
    Spell B
    Traits: Magic Arcane Divine Attack Poison Elite
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Mistmail
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 2

    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 3

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

    Armor 4

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 5

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:

    Item 1
    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.

    Item 2

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

    Item 3

    Spoiler:
    Crowbar
    Item B
    Traits: Tool Basic
    To Acquire: Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Item 4

    Spoiler:
    Noxious Bomb
    Item B
    Traits: Liquid Attack Poison Ranged Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Ubashki
    Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Tomb Raider
    Ally B
    Traits: Human Rogue Basic
    To Acquire: Charisma Diplomacy Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Ally 3

    Spoiler:
    Ubashki
    Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 4

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

    Ally 5

    Spoiler:
    Azaz Arafe and Zazu
    Ally 1
    Traits: Human Evoker AND Animal
    To Acquire: Charisma Diplomacy Arcane Divine 7
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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.

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    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 non-blessing card that has the Gambling trait and draw it.

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Darago

    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.

    Blessings Deck Card 2 - Turn 2 Valeros

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

    Blessings Deck Card 3 - Turn 3 Lini

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

    Blessings Deck Card 4 - Turn 4 Grazzle

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

    Blessings Deck Card 5 - Turn 5 Darago

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

    Blessings Deck Card 6 - Turn 6 Valeros

    Spoiler:
    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 Deck Card 7 - Turn 7 Lini

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

    Blessings Deck Card 8 - Turn 8 Grazzle

    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.

    Blessings Deck Card 9 - Turn 9 Darago

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

    Blessings Deck Card 10 - Turn 10 Valeros

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

    Blessings Deck Card 11 - Turn 11 Lini

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

    Blessings Deck Card 12 - Turn 12 Grazzle

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

    Blessings Deck Card 13 - Turn 13 Darago

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

    Blessings Deck Card 14 - Turn 14 Valeros

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Lini

    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.

    Blessings Deck Card 16 - Turn 16 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 17 - Turn 17 Darago

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

    Blessings Deck Card 18 - Turn 18 Valeros

    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.

    Blessings Deck Card 19 - Turn 19 Lini

    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.

    Blessings Deck Card 20 - Turn 20 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 21 - Turn 21 Darago

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

    Blessings Deck Card 22 - Turn 22 Valeros

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

    Blessings Deck Card 23 - Turn 23 Lini

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

    Blessings Deck Card 24 - Turn 24 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 25 - Turn 25 Darago

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

    Blessings Deck Card 26 - Turn 26 Valeros

    Spoiler:
    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.

    Blessings Deck Card 27 - Turn 27 Lini

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

    Blessings Deck Card 28 - Turn 28 Grazzle

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

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

    Stonework Passages Card 1:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Stonework Passages Card 2:
    Wall Scythes
    Barrier B
    Traits: Obstacle Trap Slashing Basic
    To Defeat: Dexterity Acrobatics 4 OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
    Stonework Passages Card 3:
    Fire Lance
    Weapon B
    Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
    To Acquire: Dexterity Ranged Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Stonework Passages Card 4:
    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.
    Stonework Passages 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.

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 3 W: 1 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 3
    Located/Displayed Here: None

    Mumia Lab Card 1:
    Speak with Dead
    Spell 1
    Traits: Magic Divine Undead
    To Acquire: Wisdom Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Mumia Lab Card 2:
    Fireball Trap
    Barrier 2
    Traits: Trap Magic Fire Elite
    To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Mumia Lab Card 3:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Mumia Lab Card 5:
    Sand Creeper
    Monster B
    Traits: Trigger Elemental Outsider Basic
    To Defeat: Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.
    Mumia Lab Card 6:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Mumia Lab Card 7:
    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.
    Mumia Lab Card 8:
    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.
    Mumia Lab Card 9:
    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.
    Mumia Lab Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 11:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Mumia Lab Card 12:
    Scroll of Thoth
    Item 1
    Traits: Trigger Object Magic Thoth
    To Acquire: Knowledge Wisdom Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.
    Mumia Lab Card 13:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
    Mumia Lab Card 14:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Mumia Lab Card 15:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Ghoul Square Card 1:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Ghoul Square Card 2:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Ghoul Square Card 3:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 4:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 5:
    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.
    Ghoul Square Card 6:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Ghoul Square Card 7:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Ghoul Square Card 8:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ghoul Square Card 9:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Ghoul Square Card 10:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Ghoul Square Card 11:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Crypt Card 1:
    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.
    Crypt Card 2:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 3:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 4:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt 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.
    Crypt Card 6:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Crypt Card 7:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Crypt Card 8:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 9:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 10:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 11:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 3:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 4:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 7:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    Grazzle discards one card to heal Lini. (Clockwork Butterfly)
    (Lini healed to full)

    Stoneworks Passage Card 1: Explore
    Grazzle explores his location. It's a Hyena. He casts Fireblade at it.
    Combat 9: 1d10 + 2d4 + 5 + 2 ⇒ (7) + (2, 2) + 5 + 2 = 18 - Success
    (Auto recharge... just gonna auto recharge spells from now on with this character instead of spelling it out and will say if I don't want to recharge instead XD)

    Stoneworks Passage Card 2: Explore
    He discards his Blessing of Abadar to keep going. It's Wall Scythes. He casts Find Traps!
    Dexterity 6: 3d6 ⇒ (4, 6, 6) = 16 - Success

    Unable to explore again, he ends his turn.
    Shuffling: 1d4 ⇒ 4

    Damage to Grazzle: 1d4 - 2 ⇒ (3) - 2 = 1
    Grazzle recharges his Scarab Shield to prevent the damage.

    Everyone takes 1d4-2 combat damage for the location closing

    Grazzle wrote:

    Hand: Binder's Tome, Holy Light, Blessing of Isis, Remove Curse, Blessing of Pharasma 1, Helm of Telepathy,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location; Blessing of Isis: +2 dice on any Int check or check that invokes the Acid trait; Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Blessing of Pharasma 1: +2 dice if spell was played on check;
    Sideboard cards: Sideboard:,


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

    damage to lini: 1d4 - 2 ⇒ (2) - 2 = 0
    No dmg.

    Lini is more nimble then she looks.


    Darago and Valeros must take 1d4-2 Combat damage. The Stoneworks Passages is closed.

    Grazzle passes on examining a location deck.

    You are now at the Mumia Lab; don't forget it's start-of-turn effect.

    ===========================

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 3, Darago/AAUGHWHY

    Random Monsters:

    Monster 1
    Spoiler:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

    Monster 2

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

    Monster 3

    Spoiler:
    Emperor Cobra
    Monster B
    Traits: Animal Poison Basic
    To Defeat: Stealth 6 OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Monster 4

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

    Monster 5

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

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

    Spoiler:
    Final Nights
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Wisdom Intelligence Charisma Diplomacy 7
    When you examine this card, suffer the scourge Curse of Daybane then banish this card.
    If undefeated, suffer the scourge Curse of the Daybane, then banish this card.

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Shotel
    Weapon B
    Traits: Scythe Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3

    Spoiler:
    Ooze Falchion +1
    Weapon 2
    Traits: Sword Melee Slashing Acid Magic Elite
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
    Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

    Weapon 4

    Spoiler:
    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Weapon 5

    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.

    Random Spells:

    Spell 1
    Spoiler:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Corrosion
    Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Fireblade
    Spell B
    Traits: Magic Divine Attack Fire Basic
    To Acquire: Wisdom Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    Deathgrip
    Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 3

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

    Armor 4

    Spoiler:
    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.

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Antitoxin
    Item B
    Traits: Liquid Poison Alchemical Basic
    To Acquire: Intelligence Knowledge Craft 5
    Banish this card to reduce Poison damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.

    Item 2

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

    Item 3

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

    Item 4

    Spoiler:
    Acid Flask
    Item B
    Traits: Liquid Attack Acid Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 5

    Spoiler:
    Embalming Fluid
    Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Random Allies:

    Ally 1
    Spoiler:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

    Ally 2

    Spoiler:
    Druid of the Hive
    Ally B
    Traits: Thriae Druid Veteran Poison
    To Acquire: Charisma Diplomacy 7
    Discard this card to ignore a bane's immunities to the Acid and Poison traits.
    Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

    Ally 3

    Spoiler:
    Camel
    Ally B
    Traits: Animal Mount Basic
    To Acquire: Wisdom Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 4

    Spoiler:
    Black Kiss
    Ally 1
    Traits: Half-Elf Alchemist Hireling
    To Acquire: Intelligence Craft Charisma Diplomacy 10
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Ally 5

    Spoiler:
    Tomb Raider
    Ally B
    Traits: Human Rogue Basic
    To Acquire: Charisma Diplomacy Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check.
    Discard this card to explore your location.

    Random Blessings:

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

    Blessing 2

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

    Blessing 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.

    Blessing 4

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

    Blessing 5

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

    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: 27

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Valeros

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

    Blessings Deck Card 2 - Turn 2 Lini

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

    Blessings Deck Card 3 - Turn 3 Grazzle

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

    Blessings Deck Card 4 - Turn 4 Darago

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

    Blessings Deck Card 5 - Turn 5 Valeros

    Spoiler:
    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 Deck Card 6 - Turn 6 Lini

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

    Blessings Deck Card 7 - Turn 7 Grazzle

    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.

    Blessings Deck Card 8 - Turn 8 Darago

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

    Blessings Deck Card 9 - Turn 9 Valeros

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

    Blessings Deck Card 10 - Turn 10 Lini

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

    Blessings Deck Card 11 - Turn 11 Grazzle

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

    Blessings Deck Card 12 - Turn 12 Darago

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

    Blessings Deck Card 13 - Turn 13 Valeros

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Lini

    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.

    Blessings Deck Card 15 - Turn 15 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Darago

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

    Blessings Deck Card 17 - Turn 17 Valeros

    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.

    Blessings Deck Card 18 - Turn 18 Lini

    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.

    Blessings Deck Card 19 - Turn 19 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 20 - Turn 20 Darago

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

    Blessings Deck Card 21 - Turn 21 Valeros

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

    Blessings Deck Card 22 - Turn 22 Lini

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

    Blessings Deck Card 23 - Turn 23 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 24 - Turn 24 Darago

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

    Blessings Deck Card 25 - Turn 25 Valeros

    Spoiler:
    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.

    Blessings Deck Card 26 - Turn 26 Lini

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

    Blessings Deck Card 27 - Turn 27 Grazzle

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

    Stonework Passages
    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

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M: 2 Ba: 3 W: 2 Sp: 2 Ar: 2 I: 2 Al: 1 Bl: 1 ?: 3
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, Darago/AAUGHWHY

    Mumia Lab Card 1:
    Fire Lance
    Weapon B
    Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
    To Acquire: Dexterity Ranged Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
    Mumia Lab Card 2:
    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.
    Mumia Lab 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.
    Mumia Lab Card 4:
    Speak with Dead
    Spell 1
    Traits: Magic Divine Undead
    To Acquire: Wisdom Divine 4
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
    Mumia Lab Card 5:
    Fireball Trap
    Barrier 2
    Traits: Trap Magic Fire Elite
    To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.
    Mumia Lab Card 6:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 7:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Mumia Lab Card 8:
    Sand Creeper
    Monster B
    Traits: Trigger Elemental Outsider Basic
    To Defeat: Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.
    Mumia Lab Card 9:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Mumia Lab Card 10:
    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.
    Mumia Lab Card 11:
    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.
    Mumia Lab Card 12:
    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.
    Mumia Lab Card 13:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 14:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Mumia Lab Card 15:
    Scroll of Thoth
    Item 1
    Traits: Trigger Object Magic Thoth
    To Acquire: Knowledge Wisdom Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.
    Mumia Lab Card 16:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
    Mumia Lab Card 17:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Mumia Lab Card 18:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Ghoul Square Card 1:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Ghoul Square Card 2:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Ghoul Square Card 3:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 4:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 5:
    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.
    Ghoul Square Card 6:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Ghoul Square Card 7:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Ghoul Square Card 8:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ghoul Square Card 9:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Ghoul Square Card 10:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Ghoul Square Card 11:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Crypt Card 1:
    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.
    Crypt Card 2:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 3:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 4:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt 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.
    Crypt Card 6:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Crypt Card 7:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Crypt Card 8:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 9:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 10:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 11:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 3:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 4:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 7:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    On Grazzle's turn

    Stonework Passages closing, dmg: 1d4 - 2 ⇒ (1) - 2 = -1 No damage


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

    Damage from Stonework Passages collapsing: 1d4 - 2 ⇒ (4) - 2 = 2

    Recharge my Armor of the Sands to reduce the damage to 0

    Darago and company are flung into the Mumia Lab. The fumes are noxious!

    CON 4: 1d8 ⇒ 8
    As they run for their lives, Darago sees a Fire Lance fall from a nearby shelf...

    DEX 5: 1d6 ⇒ 5

    ..and directly into Darago's arms. Darago prays and continues running. Discard Blessing of Sivanah to explore again

    He runs so fast that he crashes into a mannequin wearing a beautiful Tussah Silk Cloak.

    Fortitude 4: 1d8 + 2 ⇒ (4) + 2 = 6

    He quickly snatches the coat before praying again and continuing to run. Discard Blessing of Master of Masters to explore again,adding 1 to INT checks

    His prayer is answered by an unexpected deity; he feels the Blessing of Thoth surround him. He tries to recall what he knows about the god. Reveal Mask to add 1

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

    Darago can't recall any significant myths and feels the blessing leave him.

    Shuffle Bottom 1d4 cards into next location: 1d4 ⇒ 1

    The Mumia Lab continues to collapse around the party as Valeros surges towards the front.

    Darago wrote:

    Hand: Tussah Silk Coat (Acquired), Sphere of Fire, Augury, Life Drain, Mask of the Forgotten Pharaoh, Fire Lance (Acquired), Acid Arrow,

    Displayed:
    Deck: 11 Discard: 2 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 [X] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire 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.
    [X] When you defeat a monster 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.


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

    It is the hour of Maat.

    Valeros ventures forward into the Mumia Lab... Con 4: 1d8 ⇒ 8 ... and although the fumes are noxious, he is able to resist the urge to retch.

    Explore Mumia 4 Valeros finds a scroll lying discarded in the lab...

    Speak with Dead:

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

    Discard Lini's Blessing of Milani
    Wis 4: 3d4 ⇒ (4, 2, 4) = 10 Acquired

    Valeros picks up the scroll and puts it in his pocket - one of his brainy friends might have a use for it. Let me know which of y'all I should give this to - I'm assuming Grazzle?

    Discard Mindblade to explore Mumia 5 Valeros' poking around trips the wire on a terrifying trap - sending a ball of fire towards the entire group!

    Fireball Trap:

    Barrier 2
    Traits: Trap Magic Fire Elite
    To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

    Discard Grazzle's Blessing of Pharasma 1
    Con 6: 2d8 ⇒ (4, 6) = 10 Whew!

    With some assistance from his friend Grazzle, Valeros is able to avert a disaster.

    Discard Dredge to explore Mumia 6 Just then the hallway begins to collapse on our poor hero!

    Collapsing Hallways:

    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Discard Grazzle's Blessing of Isis
    Dex 9: 2d6 ⇒ (4, 2) = 6 Sigh...

    Each PC is dealt 1d4-1 Combat dmg

    Valeros Combat dmg: 1d4 - 1 ⇒ (1) - 1 = 0 Valeros thankfully bounces off of the collapsing hallway none the worse for the wear.

    Mumia Labs is shuffled, with cards 1-5 now gone

    Reset hand, end turn

    End of Turn, bottom 1d4 cards: 1d4 ⇒ 2 Bottom two cards of (shuffled) Mumia Labs are now moved to the top of Ghoul Square.

    Valeros wrote:

    Hand: Sharper, Natron Fang, Shock Glaive +1, Speak with Dead aq, Candle of Comity,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Sharper: Reveal my ally to add +1d6+1 to your combat checks at my location;

    Candle of Comity: Recharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.
    Location: Mumia Labs"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+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 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+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.

    Turn Summary:
    * Discard Lini's Blessing of Milani and both of Grazzle's Blessings
    * Lini, Grazzle, and Darago need to take 1d4-1 combat dmg each
    * Mumia labs has been shuffled (with cards 1-5 gone).
    * The bottom 2 cards of Mumia Labs have been moved to the top of Ghoul Square


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

    Collapsing Hallways dmg: 1d4 - 1 ⇒ (2) - 1 = 1

    Discard Elemental Treaty.

    Lini wrote:

    Hand: Mastiff, Holy Javelin, Cure 2,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Notes: Location: Mumia Labs
    Sideboard cards:


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

    Collapsing Hallways Damage: 1d4 - 1 ⇒ (4) - 1 = 3

    Recharge Tussah Silk Cloak and Discard Fire Lance

    Darago wrote:

    Hand: Sphere of Fire, Augury, Life Drain, Mask of the Forgotten Pharaoh, Acid Arrow,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes:
    Sideboard cards:


    Grazzle needs to take 1d4-1 combat damage from the undefeated Collapsing Hallways.

    ===============

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 5, Lini/Bigguyinblack

    Random Monsters:

    Monster 1
    Spoiler:
    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Monster 2

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

    Monster 3

    Spoiler:
    Bonecrusher Hyenamaster
    Monster B
    Traits: Trigger Gnoll Basic
    To Defeat: Combat 9 THEN Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Monster 4

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

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    Dry Quicksand
    Barrier B
    Traits: Trap Elite
    To Defeat: Dexterity Acrobatics Wisdom Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Barrier 2

    Spoiler:
    The Third Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.

    Barrier 3

    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 4

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

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Scimitar
    Weapon B
    Traits: Sword Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3

    Spoiler:
    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.

    Weapon 4

    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.

    Weapon 5

    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.

    Random Spells:

    Spell 1
    Spoiler:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Lightning Touch
    Spell B
    Traits: Magic Arcane Attack Electricity Basic
    To Acquire: Intelligence Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Deathgrip
    Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    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 2

    Spoiler:
    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.

    Armor 3

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

    Armor 4

    Spoiler:
    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.

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    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.

    Item 2

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

    Item 3

    Spoiler:
    Embalming Fluid
    Item 1
    Traits: Liquid Cold Poison Alchemical
    To Acquire: Intelligence Craft Knowledge 7
    Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
    Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

    Item 4

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

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Minnothet
    Ally 2
    Traits: Human Shopkeeper Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

    Ally 2

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

    Ally 3

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

    Ally 4

    Spoiler:
    Shock Lizard
    Ally B
    Traits: Animal Electricity Basic
    To Acquire: Wisdom Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 5

    Spoiler:
    Dhabba
    Ally B
    Traits: Animal Poison Basic
    To Acquire: Wisdom Survival 6
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    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: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Grazzle

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

    Blessings Deck Card 2 - Turn 2 Darago

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

    Blessings Deck Card 3 - Turn 3 Valeros

    Spoiler:
    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 Deck Card 4 - Turn 4 Lini

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

    Blessings Deck Card 5 - Turn 5 Grazzle

    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.

    Blessings Deck Card 6 - Turn 6 Darago

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

    Blessings Deck Card 7 - Turn 7 Valeros

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

    Blessings Deck Card 8 - Turn 8 Lini

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

    Blessings Deck Card 9 - Turn 9 Grazzle

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

    Blessings Deck Card 10 - Turn 10 Darago

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

    Blessings Deck Card 11 - Turn 11 Valeros

    Spoiler:
    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.

    Blessings Deck Card 12 - Turn 12 Lini

    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.

    Blessings Deck Card 13 - Turn 13 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Darago

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

    Blessings Deck Card 15 - Turn 15 Valeros

    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.

    Blessings Deck Card 16 - Turn 16 Lini

    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.

    Blessings Deck Card 17 - Turn 17 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 18 - Turn 18 Darago

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

    Blessings Deck Card 19 - Turn 19 Valeros

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

    Blessings Deck Card 20 - Turn 20 Lini

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

    Blessings Deck Card 21 - Turn 21 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 22 - Turn 22 Darago

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

    Blessings Deck Card 23 - Turn 23 Valeros

    Spoiler:
    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.

    Blessings Deck Card 24 - Turn 24 Lini

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

    Blessings Deck Card 25 - Turn 25 Grazzle

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

    Stonework Passages
    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

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    ???
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, Darago/AAUGHWHY

    Mumia Lab Card 1:
    Scroll of Thoth
    Item 1
    Traits: Trigger Object Magic Thoth
    To Acquire: Knowledge Wisdom Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.
    Mumia Lab Card 2:
    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.
    Mumia Lab Card 3:
    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.
    Mumia Lab Card 4:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Mumia Lab Card 5:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Mumia Lab Card 6:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Mumia Lab Card 7:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Mumia Lab Card 8:
    Sand Creeper
    Monster B
    Traits: Trigger Elemental Outsider Basic
    To Defeat: Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.
    Mumia Lab Card 9:
    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.
    Mumia Lab Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 5
    Located/Displayed Here: None

    Ghoul Square Card 1:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 2:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
    Ghoul Square Card 3:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Ghoul Square Card 4:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Ghoul Square Card 5:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Ghoul Square Card 6:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 7:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 8:
    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.
    Ghoul Square Card 9:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Ghoul Square Card 10:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Ghoul Square Card 11:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Ghoul Square Card 12:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Ghoul Square Card 13:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Ghoul Square Card 14:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: None

    Crypt Card 1:
    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.
    Crypt Card 2:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 3:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 4:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt 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.
    Crypt Card 6:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Crypt Card 7:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Crypt Card 8:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 9:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 10:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 11:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 3:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 4:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 7:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    Blessing of the Ancients in effect.

    Auto pass Constitution 4 check by revealing Mastiff.

    Lini Hands Grazzle a Cure scroll. "I think you can use this better then I can right now."

    The mad dash continues.

    Mumia Lab Card 1: Scroll of Thoth:

    Item 1
    Traits: Trigger Object Magic Thoth
    To Acquire: Knowledge Wisdom Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
    Recharge this card to add the Cold trait to your check.

    Divine 7 auto acquire by revealing Mastiff.

    cards moved to Ghoul Square: 1d4 ⇒ 1

    Lini wrote:

    Hand: Mastiff, Scroll of Thoth aq, Frigid Blast, Holy Javelin, Pyrotechnic Blast,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes: Location: Mumia Labs
    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 [X] +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 ([X] +1) ([X] +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 Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

    Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Grazzle recharges his Helm of Telepathy so he can recharge his Remove Curse as damage.

    Constitution 4: 1d6 ⇒ 6 - Success

    Grazzle starts by healing his comrades. (Discard 3 cards - Sphere of Fire, Fire Snake, Cure 1)
    Valeros heals for 2, Darago heals for 3, and Lini heals for 2.

    Grazzle then cures himself.
    Cure (Grazzle): 1d4 + 1 ⇒ (4) + 1 = 5 - Everything but Cure 1 (of course)

    Mumia Lab Card 2: Explore
    Grazzle explores, finding a Crocodile Skin Armor. He tries to acquire it.
    Constitution 4: 1d6 ⇒ 1 - Failure

    Mumia Lab Card 3: Explore
    He continues, discarding his Blessing of Pharasma to do so. He finds Unshakable Chill. He tries to get it!
    Divine 6: 1d10 + 5 + 2 ⇒ (7) + 5 + 2 = 14 - Success

    He ends his turn with no further way to explore.

    Mumia Lab Shuffle: 1d4 ⇒ 3

    Grazzle wrote:

    Hand: Binder's Tome, Holy Light, Unshakeable Chill, Cure 2, Fireblade, Inflict,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
    Sideboard cards: Sideboard:,


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

    Grazzle, I had used your Blessing of Pharasma (and Isis) on my turn, so I don't think you had the BoP to do that last explore. Sorry. :-(

    Healing noted, thanks.


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

    (I saw Isis but not Pharasma... so that last explore didn't happen and I'll keep Pharasma in my graveyard even though it might have been healed because I don't want to backtrack that far)

    Grazzle wrote:

    Hand: Binder's Tome, Holy Light, Cure 2, Fireblade, Inflict, Fire Snake,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes: Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
    Sideboard cards: Sideboard:,


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

    Darago and company continue through the Mumia Lab. The fumes are still noxious

    Con 4: 1d8 ⇒ 5

    The lab is also kept uncomfortably cold, filling the team with an Unshakable Chill. Darago figures he can replicate this sensation and harness it offensively. He continues running through the lab. Since, Grazzle's last explore didn't actually happen, the first card is still Unshakable Chill. Revealing my Mask lets me auto-acquire it. Use my power to explore again.

    As he runs, he encounters Quasin also fleeing the collapsing pyramid, but they zoom ahead before Darago can catch up to them. Auto-fail all checks to acquire. It was an ally 2 too...

    I think the hand reset happens before End of Turn powers, so I'll hope for an armor. The lab is about to collapse

    Darago wrote:

    Hand: Unshakable Chill (Acquired), Sphere of Fire, Augury, Life Drain, Mask of the Forgotten Pharaoh, Game of Afterlife, Acid Arrow,

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

    Shuffle Bottom 1d4 cards into next location: 1d4 ⇒ 3

    The lab collapses around the party, flinging them into the Ghoul Square

    Damage from location collapse: 1d4 - 1 ⇒ (3) - 1 = 2

    Discard Game of Afterlife and Augury as damage. Draw Embalming Fluid (Random item 3) from location close power

    Darago wrote:

    Hand: Unshakable Chill (Acquired), Sphere of Fire, Embalming Fluid (Acquired), Life Drain, Mask of the Forgotten Pharaoh, Acid Arrow,

    Displayed:
    Deck: 14 Discard: 2 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 [X] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire 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.
    [X] When you defeat a monster 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.


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

    collapse dmg: 1d4 - 1 ⇒ (3) - 1 = 2

    Lini discards Frigid Blast and Scroll of Thoth aq.

    Lini wrote:

    Hand: Mastiff, Holy Javelin, Pyrotechnic Blast,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Notes: Location: Ghoul Square
    Sideboard cards:


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

    Retcon on Darago's turn - Valeros recharges Candle of Comity and Grazzle reveals Binder's Tome on the acquire check to get Quasin.

    Cha 10: 1d6 + 1d8 + 1d4 ⇒ (4) + (6) + (3) = 13 Darago acquires Quasin (Ally 2)


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

    On Darago's turn Combat dmg from location collapse: 1d4 - 1 ⇒ (1) - 1 = 0 Valeros leaps out of the way of the falling rubble, unharmed.

    It is the hour of Horus.

    Correct me if I'm wrong about this: at this point we are all at Ghoul Square, which consists of Mumia 5-10, followed by Ghoul Square 1-14. Yes?

    Before beginning his exploration, Valeros gives the scroll he found to Grazzle.

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

    Explore Ghoul Square top card (Mumia Labs 5)

    Poison Spiked Pit Trap:

    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Valeros autofails the check
    Everyone takes 1d4 Combat dmg, then 1d4 poison dmg.

    Valeros Combat dmg: 1d4 ⇒ 3 Valeros' hand is now empty, so Poison dmg has no effect.

    Poison Spiked Pit Trap is shuffled back into the Ghoul Square deck, which now consists of (shuffled)Mumia Labs 5-10 and Ghoul Square 1-14.

    Reset hand, end turn

    End of Turn, how many cards move from Ghoul Square to Crypt?: 1d4 ⇒ 2
    Which card moves from Ghoul Square to the top of Crypt, 1-6 = Mumia 5-10, 7-20 = Ghoul 1-14: 1d20 ⇒ 17 Ghoul Square 11 moves to top of Crypt
    Which card moves from Ghoul Square to the top of Crypt, 1-6 = Mumia 5-10, 7-20 = Ghoul 1-14: 1d20 ⇒ 14 Ghoul Square 8 moves to top of Crypt

    Valeros wrote:

    Hand: Blessing of Abadar, Blessing of Asmodeus, Neferekhu, Quick Change Mask, Mindblade,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Mindblade: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Blessing of Abadar: +2 dice vs barriers
    Blessing of Asmodeus:
    Neferekhu: Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check at your location
    Location: Ghoul Square"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+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 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+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.

    Turn Summary:
    * Darago acquired (and then discarded) Quasin
    * Valeros gave Speak With Dead to Grazzle
    * Everyone needs to take 1d4 Combat dmg, then 1d4 Poison dmg.
    * Ghoul Square has been shuffled. Until Stuart does an update, it currently consists of Mumia 5-10 and Ghoul 1-14, except that Ghoul 8 and Ghoul 11 have been moved to the top of the Crypt.


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

    combat dmg: 1d4 ⇒ 4
    poison dmg: 1d4 ⇒ 2

    No cards left in hand. Will wait for update before taking my turn.


    Card and player movements have been processed.

    Due to the nature of Qasin's effect, Darago may recharge instead of discard it (since it can be recharged to draw a card anyway, so we may assume a player would have done so before hand reset if they wished, and it gives no additional information).

    ========================

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 9, Lini/Bigguyinblack

    Random Monsters:

    Monster 1
    Spoiler:
    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
    If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

    Monster 2

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

    Monster 3

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

    Monster 4

    Spoiler:
    Plague Zombie
    Monster 1
    Traits: Undead Elite
    To Defeat: Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Monster 5

    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.

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    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.

    Weapon 2

    Spoiler:
    Staff of Focus
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1.
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

    Weapon 3

    Spoiler:
    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.

    Weapon 4

    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.

    Weapon 5

    Spoiler:
    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Random Spells:

    Spell 1
    Spoiler:
    Heat Metal
    Spell 2
    Traits: Magic Arcane Divine Attack Fire Elite
    To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
    Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
    Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

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

    Spell 4

    Spoiler:
    Clinging Venom
    Spell B
    Traits: Magic Arcane Divine Attack Poison Elite
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2

    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Armor 3

    Spoiler:
    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.

    Armor 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Item 2

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

    Item 3

    Spoiler:
    Bladeguard
    Item B
    Traits: Liquid Acid Alchemical Basic
    To Acquire: Intelligence Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
    Banish this card to reduce Acid damage dealt to a character at your location to 0.
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

    Item 4

    Spoiler:
    Wing of Horus
    Item B
    Traits: Trigger Object Magic Horus
    To Acquire: Dexterity Knowledge Divine 6
    When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
    Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
    Recharge this card to add the Electricity trait to your check.

    Item 5

    Spoiler:
    Lottery Urn
    Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

    Random Allies:

    Ally 1
    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 2

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

    Ally 3

    Spoiler:
    Pard
    Ally B
    Traits: Animal
    To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10
    Recharge this card to add your Charisma skill to your combat check.
    Recharge this card to add 1d4 to a combat check at another location.
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

    Ally 4

    Spoiler:
    Shock Lizard
    Ally B
    Traits: Animal Electricity Basic
    To Acquire: Wisdom Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 5

    Spoiler:
    Camel
    Ally B
    Traits: Animal Mount Basic
    To Acquire: Wisdom Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Thoth
    Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: Divine 6 OR Wisdom Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2

    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.

    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.

    Blessing 4

    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.

    Blessing 5

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

    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: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Grazzle

    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.

    Blessings Deck Card 2 - Turn 2 Darago

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

    Blessings Deck Card 3 - Turn 3 Valeros

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

    Blessings Deck Card 4 - Turn 4 Lini

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

    Blessings Deck Card 5 - Turn 5 Grazzle

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

    Blessings Deck Card 6 - Turn 6 Darago

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

    Blessings Deck Card 7 - Turn 7 Valeros

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Lini

    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.

    Blessings Deck Card 9 - Turn 9 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Darago

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

    Blessings Deck Card 11 - Turn 11 Valeros

    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.

    Blessings Deck Card 12 - Turn 12 Lini

    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.

    Blessings Deck Card 13 - Turn 13 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Darago

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

    Blessings Deck Card 15 - Turn 15 Valeros

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

    Blessings Deck Card 16 - Turn 16 Lini

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

    Blessings Deck Card 17 - Turn 17 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 18 - Turn 18 Darago

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

    Blessings Deck Card 19 - Turn 19 Valeros

    Spoiler:
    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.

    Blessings Deck Card 20 - Turn 20 Lini

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

    Blessings Deck Card 21 - Turn 21 Grazzle

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

    Stonework Passages
    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

    Mumia Lab
    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

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 9
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, Darago/AAUGHWHY

    Ghoul Square Card 1:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Ghoul Square Card 2:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 3:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Ghoul Square Card 4:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Ghoul Square Card 5:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
    Ghoul Square Card 6:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 7:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Ghoul Square Card 8:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 9:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 10:
    Sand Creeper
    Monster B
    Traits: Trigger Elemental Outsider Basic
    To Defeat: Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.
    Ghoul Square Card 11:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Ghoul Square Card 12:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 13:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 14:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Ghoul Square Card 15:
    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.
    Ghoul Square Card 16:
    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.
    Ghoul Square Card 17:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Ghoul Square Card 18:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 4
    Located/Displayed Here: None

    Crypt Card 1:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Crypt Card 2:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Crypt Card 3:
    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.
    Crypt Card 4:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 5:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 6:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt 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.
    Crypt Card 8:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Crypt Card 9:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Crypt Card 10:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 11:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 12:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 13:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 3:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 4:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 7:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    Blessing of Abadar in effect.

    After that last trap Lini tries to crawl forward.

    Ghoul Square Card 1: Bonecrusher Hunter:

    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    A Bonecrusher Hunter kicks her a few times then runs off.

    Lini groans and tries to recover.

    Lini wrote:

    Hand: Remove Curse, Crow, Wolverine, Blessing of Milani, Fireblade,

    Displayed:
    Deck: 7 Discard: 5 Buried: 0
    "Notes: Milani: +2 dice for Dexterity or Wisdom non-combat check.

    Location: Ghoul Square"
    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 [X] +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 ([X] +1) ([X] +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>


    Card Movement: 1d4 ⇒ 3 cards moved from the bottom of the Ghoul Square to the top of the Crypt.

    ===========

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 10, Grazzle/GMAndrew

    Random Monsters:

    Monster 1
    Spoiler:
    Skeletal Jackal
    Monster B
    Traits: Undead Skeleton Basic
    To Defeat: Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

    Monster 2

    Spoiler:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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 3

    Spoiler:
    Bonecrusher Hyenamaster
    Monster B
    Traits: Trigger Gnoll Basic
    To Defeat: Combat 9 THEN Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.

    Monster 4

    Spoiler:
    Caryatid Column
    Monster 1
    Traits: Construct Elite
    To Defeat: Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits.
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

    Monster 5

    Spoiler:
    Yellow Jelly
    Monster B
    Traits: Ooze Acid Basic
    To Defeat: Combat 8
    The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
    If your check to defeat has the Acid or Cold trait, add 3.
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

    Spoiler:
    The Second Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    Random Weapons:

    Weapon 1
    Spoiler:
    Scimitar
    Weapon B
    Traits: Sword Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2

    Spoiler:
    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

    Weapon 3

    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 4

    Spoiler:
    Javelin of Lightning
    Weapon 2
    Traits: Spear Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

    Weapon 5

    Spoiler:
    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.

    Random Spells:

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

    Spell 2

    Spoiler:
    Augury
    Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3

    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 4

    Spoiler:
    Clinging Venom
    Spell B
    Traits: Magic Arcane Divine Attack Poison Elite
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Corrosion
    Spell 2
    Traits: Magic Arcane Divine Acid
    To Acquire: Intelligence Arcane Wisdom Divine 7
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    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.

    Armor 2

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

    Armor 3

    Spoiler:
    Tooled Crocodile Skin
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4

    Spoiler:
    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.

    Armor 5

    Spoiler:
    Mistmail
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Random Items:

    Item 1
    Spoiler:
    Brilliance of Ra
    Item B
    Traits: Trigger Object Magic Ra
    To Acquire: Strength Knowledge Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Item 2

    Spoiler:
    Noxious Bomb
    Item B
    Traits: Liquid Attack Poison Ranged Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

    Item 3

    Spoiler:
    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.

    Item 4

    Spoiler:
    Compass
    Item B
    Traits: Object Basic
    To Acquire: Wisdom Survival 4
    Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
    Discard this card to explore your location.

    Item 5

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

    Random Allies:

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

    Ally 2

    Spoiler:
    Nefti the Bard
    Ally B
    Traits: Human Bard Aspis
    To Acquire: Charisma Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.

    Ally 3

    Spoiler:
    Ubashki
    Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 4

    Spoiler:
    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.

    Ally 5

    Spoiler:
    Porcupine
    Ally B
    Traits: Animal Basic
    To Acquire: Wisdom Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
    Discard this card to explore your location.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

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

    Blessing 3

    Spoiler:
    Blessing of Thoth
    Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: Divine 6 OR Wisdom Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4

    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 5

    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.

    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: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Darago

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

    Blessings Deck Card 2 - Turn 2 Valeros

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

    Blessings Deck Card 3 - Turn 3 Lini

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

    Blessings Deck Card 4 - Turn 4 Grazzle

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

    Blessings Deck Card 5 - Turn 5 Darago

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

    Blessings Deck Card 6 - Turn 6 Valeros

    Spoiler:
    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.

    Blessings Deck Card 7 - Turn 7 Lini

    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.

    Blessings Deck Card 8 - Turn 8 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 9 - Turn 9 Darago

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

    Blessings Deck Card 10 - Turn 10 Valeros

    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.

    Blessings Deck Card 11 - Turn 11 Lini

    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.

    Blessings Deck Card 12 - Turn 12 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Darago

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

    Blessings Deck Card 14 - Turn 14 Valeros

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

    Blessings Deck Card 15 - Turn 15 Lini

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

    Blessings Deck Card 16 - Turn 16 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 17 - Turn 17 Darago

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

    Blessings Deck Card 18 - Turn 18 Valeros

    Spoiler:
    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.

    Blessings Deck Card 19 - Turn 19 Lini

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

    Blessings Deck Card 20 - Turn 20 Grazzle

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

    Stonework Passages
    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

    Mumia Lab
    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

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    ???
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, Darago/AAUGHWHY

    Ghoul Square Card 1:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Ghoul Square Card 2:
    Sand Creeper
    Monster B
    Traits: Trigger Elemental Outsider Basic
    To Defeat: Combat 9
    When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
    The Sand Creeper is immune to the Piercing and Slashing traits.
    Before you act, recharge all cards in your hand that have the Electricity trait.
    Ghoul Square Card 3:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Ghoul Square Card 4:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
    Ghoul Square Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 6:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Ghoul Square Card 7:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 8:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Ghoul Square Card 9:
    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.
    Ghoul Square Card 10:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Ghoul Square Card 11:
    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.
    Ghoul Square Card 12:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 13:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Ghoul Square Card 14:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Ghoul Square Card 15:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 7
    Located/Displayed Here: None

    Crypt Card 1:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Crypt Card 2:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 3:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Crypt Card 4:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Crypt Card 5:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Crypt 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.
    Crypt Card 7:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 8:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 9:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 10:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 11:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Crypt Card 12:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Crypt Card 13:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 14:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 15:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 16:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 3:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 4:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 7:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    Poison Pit Trap Combat: 1d4 ⇒ 1
    Poison Pit Trap Poison: 1d4 ⇒ 1

    Oh cool!Damage and Quasin Retcon processed.

    Darago wrote:

    Hand: Sphere of Fire, Life Drain, Mask of the Forgotten Pharaoh, Acid Arrow,

    Displayed:
    Deck: 14 Discard: 4 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

    Got Speak with Dead from Valeros
    Combat Damage: 1d4 ⇒ 1
    Poison Damage: 1d4 ⇒ 4
    Keeping Holy Light and Cure

    Grazzle cures himself out of turn.
    Cure (Grazzle): 1d4 + 1 ⇒ (3) + 1 = 4 - Cure 1, Blessing of Pharasma 1, Fireblade, Binder's Tome

    He then discards 3 cards to heal others. - Scarab Shield, Sphere of Fire, Blessing of Isis
    Valeros: Heal for 1
    Lini: Heal for 3
    Darago: Heal for 3

    Ghoul Square Card 1: Explore
    Grazzle finds Hide Armor of Fire Resistance, an armor 2. Unfortunately, he doesn't get it.
    Consitution 7: 1d6 ⇒ 4 - Failure

    He ends his turn and draws up his hand.
    Scenario Condition: 1d4 ⇒ 3

    Out of Turn
    Grazzle cures himself at the first chance he gets.
    Cure: 1d4 + 1 ⇒ (4) + 1 = 5 - Sphere of Fire, Inflict, Fire Snake

    Grazzle wrote:

    Hand: Holy Light, Helm of Telepathy, Remove Curse, Blessing of Pharasma 1, Binder's Tome,

    Displayed:
    Deck: 12 Discard: 3 Buried: 0
    Notes: Remove Curse: Recharge for a character at any location to remove a card with the Curse trait; Blessing of Pharasma 1: +2 dice if spell was played on check; Binder's Tome: Reveal to add +1d4 and the Mental trait to a Combat or Charisma check at my location;
    Sideboard cards: Sideboard:,


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

    Healing noted - thx.


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

    Thanks for the healing!

    As the party flees the complex, a Card 2: Sand Creeper tries to block their way. Darago flings darts of acid in its direction. Play Acid Arrow to use Arcane+2d4. Reveal Mask for +1. Reveal Grazzle's Tome for +1d4. Reveal Valeros's Ally for +1d6+1.

    Combat 9: 1d10 + 1d6 + 2d4 + 6 ⇒ (6) + (3) + (4, 3) + 6 = 22
    Recharge Acid Arrow Arcane 6: 1d10 + 5 ⇒ (2) + 5 = 7

    Darago easily dissolves the offender as the Ghoul Square continues to collapse around them.

    Cards get moved to the next location: 1d4 ⇒ 3

    End Turn.

    Darago wrote:

    Hand: Spell Dagger, Sphere of Fire, Fire Lance (Acquired), Life Drain, Mask of the Forgotten Pharaoh, Shield Cloak, Armor of the Sands,

    Displayed:
    Deck: 13 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 [X] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire 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.
    [X] When you defeat a monster 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.


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

    It is the hour of the Elements.

    With disaster seeming to strike him at every turn, Valeros utters a quick prayer that things go better this time around.

    Explore Ghoul Square 3 Unfortunately, he stumbles into another pit trap, almost like the one that gave him so much trouble just a short while ago. Hopefully he is better prepared this time!

    Camouflaged Pit Trap:

    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Recharge Quick Change Mask
    Grazzle reveals Binder's Tome
    Diplomacy 6: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5 Brutal

    Alas, Valeros does not seem to be well suited to pits.

    Everyone takes 1d4 Combat dmg

    Valeros combat dmg: 1d4 ⇒ 4 More brutal. Discard Mindblade, Neferekhu, Blessing of Abadar, Blessing of Asmodeus.

    Camouflaged Pit Trap is shuffled back in to Ghoul Square, which currently consists of (shuffled) Ghoul Square 3-9.

    Reset hand, end turn

    How many cards move from Ghoul Square to top of Crypt?: 1d4 ⇒ 4
    Which cards move from Ghoul Square to top of Crypt?: 1d7 + 2 ⇒ (4) + 2 = 6
    Which cards move from Ghoul Square to top of Crypt?: 1d7 + 2 ⇒ (3) + 2 = 5
    Which cards move from Ghoul Square to top of Crypt?: 1d7 + 2 ⇒ (4) + 2 = 6 reroll due to duplicate
    Which cards move from Ghoul Square to top of Crypt?: 1d7 + 2 ⇒ (1) + 2 = 3
    Which cards move from Ghoul Square to top of Crypt?: 1d7 + 2 ⇒ (3) + 2 = 5 reroll due to duplicate
    Which cards move from Ghoul Square to top of Crypt?: 1d7 + 2 ⇒ (3) + 2 = 5 reroll due to duplicate
    Which cards move from Ghoul Square to top of Crypt?: 1d7 + 2 ⇒ (5) + 2 = 7

    Valeros wrote:

    Hand: Akhentepi's Armor, Spiked Chain +1, Sharper, Hat of Glamour, Lockpick Shield,

    Displayed:
    Deck: 8 Discard: 6 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Sharper: Reveal my ally to add +1d6+1 to your combat checks at my location;
    Location: Ghoul Square"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+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 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+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.

    Turn Summary:
    * Lini, Grazzle, Darago all take 1d4 Combat dmg
    * (Until Stuart posts an update) Ghoul Square now consists of (shuffled) cards 4, 8, 9.
    * (Until Stuart posts an update) Crypt now has on top of it: Ghoul Square 3, 5, 6, 7, 10-15.

    Yeesh...


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

    Lini struggles to her feet and starts running to keep up. She promptly falls into a pit.

    combat dmg: 1d4 ⇒ 4

    Keep Crow, Discard the rest.

    Lini wrote:

    Hand: Crow,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    "Notes:

    Location: Ghoul Square"
    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 [X] +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 ([X] +1) ([X] +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>


    For future reminder, in case Darago wishes to use it in the future, the Mask of the Forgotten Pharaoh can protect its wielder from Poison damage. Whether that's worth recharging it is a matter for the user to decide, of course.

    Grazzle and Darago both take 1d4 Combat Damage.

    =================

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 13, Lini/Bigguyinblack

    Random Monsters:

    Monster 1
    Spoiler:
    Plague Zombie
    Monster 1
    Traits: Undead Elite
    To Defeat: Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    Monster 2

    Spoiler:
    Ghost Scorpion
    Monster B
    Traits: Trigger Animal Poison Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    If the check to defeat has the Fire trait, add 1 die.

    Monster 3

    Spoiler:
    Emperor Cobra
    Monster B
    Traits: Animal Poison Basic
    To Defeat: Stealth 6 OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
    If the check to defeat has the Cold or Fire trait, add 1d8.

    Monster 4

    Spoiler:
    Bonecrusher Chieftain
    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Monster 5

    Spoiler:
    Blasphemous Priest
    Monster B
    Traits: Undead Cleric Elite
    To Defeat: Combat 10
    The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

    Random Barriers:

    Barrier 1
    Spoiler:
    Final Nights
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Wisdom Intelligence Charisma Diplomacy 7
    When you examine this card, suffer the scourge Curse of Daybane then banish this card.
    If undefeated, suffer the scourge Curse of the Daybane, then banish this card.

    Barrier 2

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

    Barrier 3

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

    Barrier 4

    Spoiler:
    The Second Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Djinni Quarterstaff
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee 6 OR Arcane Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

    Weapon 2

    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 3

    Spoiler:
    Chakram
    Weapon B
    Traits: Knife Ranged Slashing Elite
    To Acquire: Dexterity Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 4

    Spoiler:
    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.

    Weapon 5

    Spoiler:
    Shotel
    Weapon B
    Traits: Scythe Melee Slashing Finesse Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:

    Spell 1
    Spoiler:
    Fireblade
    Spell B
    Traits: Magic Divine Attack Fire Basic
    To Acquire: Wisdom Divine 6
    For your combat check, discard this card to use your Divine skill + 2d4.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    Spell 4

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

    Spell 5

    Spoiler:
    Holy Light
    Spell B
    Traits: Magic Divine Attack Elite
    To Acquire: Wisdom Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armor:

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

    Armor 2

    Spoiler:
    Mistmail
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
    Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
    Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficent with light armors, you may recharge this card when you reset your hand.

    Armor 3

    Spoiler:
    Tooled Crocodile Skin
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4

    Spoiler:
    Crocodile Skin Helmet
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 5

    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Random Items:

    Item 1
    Spoiler:
    Fire Ward Gel
    Item B
    Traits: Liquid Fire Alchemical Basic
    To Acquire: Intelligence Craft 5
    Banish this card to reduce Fire damage dealt to a character at your location to 0.
    Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.

    Item 2

    Spoiler:
    Ring of the Godless
    Item B
    Traits: Accessory Magic
    To Acquire: Wisdom 5
    During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
    Recharge this card to add the Magic trait to your check.

    Item 3

    Spoiler:
    Acid Flask
    Item B
    Traits: Liquid Attack Acid Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 4

    Spoiler:
    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.

    Item 5

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

    Random Allies:

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

    Ally 2

    Spoiler:
    Giant Slug
    Ally B
    Traits: Animal Acid
    To Acquire: Wisdom Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Ally 3

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

    Ally 4

    Spoiler:
    Camel
    Ally B
    Traits: Animal Mount Basic
    To Acquire: Wisdom Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

    Ally 5

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

    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 4

    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.

    Blessing 5

    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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Grazzle

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

    Blessings Deck Card 2 - Turn 2 Darago

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

    Blessings Deck Card 3 - Turn 3 Valeros

    Spoiler:
    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.

    Blessings Deck Card 4 - Turn 4 Lini

    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.

    Blessings Deck Card 5 - Turn 5 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 6 - Turn 6 Darago

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

    Blessings Deck Card 7 - Turn 7 Valeros

    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.

    Blessings Deck Card 8 - Turn 8 Lini

    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.

    Blessings Deck Card 9 - Turn 9 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Darago

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

    Blessings Deck Card 11 - Turn 11 Valeros

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

    Blessings Deck Card 12 - Turn 12 Lini

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

    Blessings Deck Card 13 - Turn 13 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Darago

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

    Blessings Deck Card 15 - Turn 15 Valeros

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Lini

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

    Blessings Deck Card 17 - Turn 17 Grazzle

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

    Stonework Passages
    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

    Mumia Lab
    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

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    ???
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, Darago/AAUGHWHY

    Ghoul Square Card 1:
    Camouflaged Pit Trap
    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
    Ghoul Square Card 2:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Ghoul Square Card 3:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 18
    Located/Displayed Here: None

    Crypt Card 1:
    Explorer's Staff
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Basic
    To Acquire: Strength Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Crypt Card 2:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Crypt Card 3:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 4:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Crypt Card 5:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Crypt Card 6:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 7:
    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.
    Crypt Card 8:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 9:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Crypt Card 10:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
    Crypt Card 11:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Crypt Card 12:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 13:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Crypt Card 14:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Crypt Card 15:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Crypt Card 16:
    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.
    Crypt Card 17:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 18:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 19:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 20:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Crypt Card 21:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Crypt Card 22:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Crypt Card 23:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 24:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 25:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 26:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 3:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 4:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 6:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 7:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 8:
    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.
    Sepulcher of the Servant Card 9:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 10:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.


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

    Blessing of the Ancients in effect.

    Limping along Lini encounters a

    Ghoul Square Card 1: Camouflaged Pit Trap:

    Barrier B
    Traits: Trap Basic
    To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

    Auto pass Wisdom 6 by revealing Crow.

    "Hey, Walk around that area over there."

    Risky but gonna take the free explore.

    Ghoul Square Card 2: Aspis Agent:

    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.

    Another Aspis needs to be convinced that staying is foolish.

    Not sure if Grazzle would still have the Tome in hand or not. Going to roll and if the extra d4 would matter I'll pause my turn.

    charisma 6 revealing Crow: 1d8 + 1d4 + 2 ⇒ (5) + (3) + 2 = 10

    Examine next card. No trigger. Shock Toad. Taking some excellent advice and not taking the free explore. Then discarding/recharging Crow to Explore. Everyone takes 1 electricity dmg again if the Tome would matter I'll have to pause.

    combat 6 revealing Valeros's Sharper: 1d4 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7

    Lini clears the last obstacle to the Crypt by fighting a cursed toad.

    Lini wrote:

    Hand: Elemental Treaty, Blessing of the Spellbound 1, Scroll of Thoth aq, Cure 1, Binder's Tome,

    Displayed:
    Deck: 6 Discard: 6 Buried: 0
    "Notes: Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Elemental Treaty: 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.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Location: Crypt"
    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 [X] +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 ([X] +1) ([X] +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>

    Ghoul Square closed. After Grazzle and Darago both take 1d4 Combat Damage everyone takes 1 Electrical damage. And if anyone has/finds an animal ally please pass it to me. And Lini is suffering Curse of the Ravenous from the close. Would be nice if someone removed it but if not I'll resolve it later.

    Cure targeting Grazzle before I lose it: 1d4 + 1 ⇒ (3) + 1 = 4
    recharge 8: 1d10 + 3 ⇒ (9) + 3 = 12

    Lini wrote:

    Hand: Elemental Treaty, Blessing of the Spellbound 1, Scroll of Thoth aq, Binder's Tome,

    Displayed:
    Deck: 7 Discard: 6 Buried: 0
    "Notes: Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Elemental Treaty: 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.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Location: Crypt"
    Sideboard cards:

    Grazzle heals 4.


    To recap...

  • Grazzle and Darago both need to take 1d4 Combat damage.
  • Grazzle, Valeros and Darago all need to take 1 Electricity damage.
  • Lini suffers the Curse of the Ravenous in order to close the Ghoul Square, but we'll hold off from calculating its effects in case Grazzle still has a Remove Curse to spend after all that damage.

    Finally, everyone's moved to the Crypt and 1d4 ⇒ 3 cards are moved from the bottom of the Crypt to the Sepulcher of the Servant.

    ========================

    During This Adventure:

  • The scourge die is 1d6.
  • When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
  • Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

    During This Scenario:

  • After building the location decks, shuffle the henchman Aspis Agent into each location deck.

  • All characters start at the Stonework Passages. When a location is closed, all characters at that location move to the next location on the location list, then banish the closed location. Otherwise, characters may not move.
  • You may attempt a Charisma or Diplomacy 6 check instead of the normal check to defeat an Aspis Agent.
  • At the end of your turn, put the bottom 1d4 cards from your location deck on top of the next location deck on the location list. If your location deck is empty after doing so, each character at your location is dealt 1d4-1 Combat damage and the location is closed.

  • To win the scenario, close all of the locations.
    Additional Rules:
    Henchmen:
    Collapsing Hallways
    Spoiler:
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Sand Thief
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.
    Aspis Agent
    Spoiler:
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8 OR Charisma Diplomacy 6
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it. If undefeated, shuffle a barrier from the box into your location deck.

    Turn: 14, Grazzle/GMAndrew

    Random Monsters:

    Monster 1
    Spoiler:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Monster 2

    Spoiler:
    Guardian Scroll
    Monster 1
    Traits: Construct Elite
    To Defeat: Stealth 8 OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.

    Monster 3

    Spoiler:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

    Monster 4

    Spoiler:
    Shasalqu
    Monster 1
    Traits: Animal Cold Elite
    To Defeat: Combat 9
    The Shasalqu is immune to the Cold and Fire traits.
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

    Monster 5

    Spoiler:
    Shock Toad
    Monster B
    Traits: Animal Electricity Basic
    To Defeat: Combat 6
    The Shock Toad is immune to the Electricity trait.
    Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.

    Random Barriers:

    Barrier 1
    Spoiler:
    Fireball Trap
    Barrier 2
    Traits: Trap Magic Fire Elite
    To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

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

    Barrier 4

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

    Barrier 5

    Spoiler:
    Shrieking Plant
    Barrier 1
    Traits: Trigger Obstacle Plant Elite
    To Defeat: Wisdom Stealth Perception Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    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:
    Chakram
    Weapon B
    Traits: Knife Ranged Slashing Elite
    To Acquire: Dexterity Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 3

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

    Weapon 4

    Spoiler:
    Flaming Spear +1
    Weapon 2
    Traits: Spear Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 9
    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 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

    Weapon 5

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

    Random Spells:

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

    Spell 2

    Spoiler:
    Viper Strike
    Spell B
    Traits: Magic Arcane Divine Attack Poison Basic
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Clinging Venom
    Spell B
    Traits: Magic Arcane Divine Attack Poison Elite
    To Acquire: Intelligence Arcane Wisdom Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 4

    Spoiler:
    Fiery Glare
    Spell B
    Traits: Magic Arcane Divine Attack Fire Elite
    To Acquire: Intelligence Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Immolate
    Spell B
    Traits: Magic Arcane Divine Attack Fire Basic
    To Acquire: Intelligence Arcane Wisdom Divine 5
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    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.

    Armor 2

    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 3

    Spoiler:
    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.

    Armor 4

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

    Armor 5

    Spoiler:
    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.

    Random Items:

    Item 1
    Spoiler:
    Acid Flask
    Item B
    Traits: Liquid Attack Acid Alchemical Basic
    To Acquire: Intelligence Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.

    Item 2

    Spoiler:
    Brilliance of Ra
    Item B
    Traits: Trigger Object Magic Ra
    To Acquire: Strength Knowledge Divine 5
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Item 3

    Spoiler:
    Crowbar
    Item B
    Traits: Tool Basic
    To Acquire: Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

    Item 4

    Spoiler:
    Hand of the Guilty Man
    Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Item 5

    Spoiler:
    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.

    Random Allies:

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

    Ally 2

    Spoiler:
    Shock Lizard
    Ally B
    Traits: Animal Electricity Basic
    To Acquire: Wisdom Survival 4
    Recharge this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.

    Ally 3

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

    Ally 4

    Spoiler:
    Dhabba
    Ally B
    Traits: Animal Poison Basic
    To Acquire: Wisdom Survival 6
    Recharge this card to add 1d4 and the Poison trait to your combat check.
    Discard this card to explore your location.

    Ally 5

    Spoiler:
    Camel
    Ally B
    Traits: Animal Mount Basic
    To Acquire: Wisdom Survival 7
    Bury this card to evade a monster you encounter.
    At the end of your turn, discard this card to move.
    Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

    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.

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Darago

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

    Blessings Deck Card 2 - Turn 2 Valeros

    Spoiler:
    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.

    Blessings Deck Card 3 - Turn 3 Lini

    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.

    Blessings Deck Card 4 - Turn 4 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 5 - Turn 5 Darago

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

    Blessings Deck Card 6 - Turn 6 Valeros

    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.

    Blessings Deck Card 7 - Turn 7 Lini

    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.

    Blessings Deck Card 8 - Turn 8 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 9 - Turn 9 Darago

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

    Blessings Deck Card 10 - Turn 10 Valeros

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

    Blessings Deck Card 11 - Turn 11 Lini

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

    Blessings Deck Card 12 - Turn 12 Grazzle

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Darago

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

    Blessings Deck Card 14 - Turn 14 Valeros

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Lini

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

    Blessings Deck Card 16 - Turn 16 Grazzle

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

    Stonework Passages
    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

    Mumia Lab
    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

    Ghoul Square
    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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 18
    Located/Displayed Here: Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, Darago/AAUGHWHY

    Crypt Card 1:
    Explorer's Staff
    Weapon B
    Traits: Staff Melee Bludgeoning 2-Handed Basic
    To Acquire: Strength Melee 2
    Discard this card to add 2 dice to your Disable check.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
    Crypt Card 2:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Crypt Card 3:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 4:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Crypt Card 5:
    Magma Spirit
    Monster B
    Traits: Elemental Outsider Fire Basic
    To Defeat: Combat 9
    The Magma Spirit 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.
    Crypt Card 6:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 7:
    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.
    Crypt Card 8:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 9:
    Trapped Locker
    Barrier B
    Traits: Cache Lock Trap Basic
    To Defeat: Dexterity Disable 9 OR Strength Melee 11
    If defeated, add 1 random armor from the box to your hand.
    If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
    Crypt Card 10:
    Magnifying Glass
    Item B
    Traits: Tool Basic
    To Acquire: Intelligence Perception 4
    Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
    Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
    Crypt Card 11:
    Khopesh
    Weapon B
    Traits: Sword Melee Slashing Basic
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
    Crypt Card 12:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 13:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Crypt Card 14:
    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Crypt Card 15:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Crypt Card 16:
    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.
    Crypt Card 17:
    Sand Thief
    Henchman 1
    Type: Monster
    Traits: Outsider Elemental
    To Defeat: Combat 13
    Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
    If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Crypt Card 18:
    Telekinesis Trap
    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
    Crypt Card 19:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Crypt Card 20:
    Poisoned Sand Tube
    Weapon B
    Traits: Blowgun Ranged Poison Alchemical Elite
    To Acquire: Intelligence Craft Knowledge Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
    Crypt Card 21:
    Magic Carpet
    Item 2
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
    Crypt Card 22:
    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Crypt Card 23:
    Echoes of Confusion
    Barrier 1
    Traits: Trigger Curse Undead Elite
    To Defeat: Stealth Perception Charisma Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck.
    While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Sepulcher of the Servant
    At This Location: All monsters have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 5
    Located/Displayed Here: None

    Sepulcher of the Servant Card 1:
    Armor of the Sands
    Armor B
    Traits: Clothing Magic Arcane Divine Elite
    To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
    Sepulcher of the Servant Card 2:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant 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.
    Sepulcher of the Servant Card 4:
    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.
    Sepulcher of the Servant Card 5:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Sepulcher of the Servant Card 6:
    Ambush
    Barrier 2
    Traits: Skirmish Veteran
    To Defeat: Dexterity Acrobatics Wisdom Perception 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
    Sepulcher of the Servant Card 7:
    Hyena
    Monster B
    Traits: Trigger Animal Basic
    To Defeat: Combat 9
    When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
    Sepulcher of the Servant Card 8:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Sepulcher of the Servant Card 9:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
    Sepulcher of the Servant Card 10:
    Bonecrusher Wizard
    Monster B
    Traits: Trigger Gnoll Wizard Elite
    To Defeat: Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
    Sepulcher of the Servant Card 11:
    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.
    Sepulcher of the Servant Card 12:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Sepulcher of the Servant Card 13:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Sepulcher of the Servant 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.

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: None

    Catacombs Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits: Trigger Trap Magic Electricity Basic
    To Defeat: Dexterity Stealth Disable Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
    Catacombs Card 2:
    Ice Elemental
    Monster 2
    Traits: Elemental Outsider Cold Elite
    To Defeat: Combat 12
    The Ice Elemental is immune to the Cold and Poison traits.
    Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
    All damage dealt by the Ice Elemental is Cold damage.
    Catacombs Card 3:
    Cure
    Spell B
    Traits: Magic Divine Healing Basic
    To Acquire: Wisdom Divine 6
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Catacombs Card 4:
    Collapsing Hallways
    Henchman 2
    Type: Barrier
    Traits: Obstacle Trap
    To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
    If undefeated, each character at your location is dealt 1d4-1 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Catacombs Card 5:
    Aspis Agent
    Henchman 1
    Type: Monster
    Traits: Aspis Human Rogue
    To Defeat: Combat 11 OR Stealth Diplomacy 8
    If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
    If undefeated, shuffle a barrier from the box into your location deck.
    Catacombs Card 6:
    Fire Hydra
    Monster B
    Traits: Aberration Fire Basic
    To Defeat: Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
    Catacombs Card 7:
    Dark Stalker
    Monster 2
    Traits: Caligni Veteran
    To Defeat: Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.
    Catacombs Card 8:
    The First Law
    Barrier 1
    Traits: Trigger Curse Law Elite
    To Defeat: None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
    Catacombs Card 9:
    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
    Catacombs Card 10:
    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.
    Catacombs Card 11:
    Kopis
    Weapon B
    Traits: Knife Ranged Slashing Basic
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

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