
BR Yewstance |

Random location: 1d4 ⇒ 4 -> The Bonecrusher Ambusher is shuffled into the Windswept Chasm due to the scenario power. There's now 2 villains/henchmen there!
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During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
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
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 10, Grazzle/GMAndrew
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 19
Blessings Deck
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Brickworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Lini/Bigguyinblack, Valeros/AbrahamZ, None
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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_
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
Discard this card to explore your location_
Monster B
Traits:
Animal
Poison
Basic To Acquire:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Barrier B
Traits:
Trap
Basic To Acquire:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
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_
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/GMAndrew, None
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Darago/AAUGHWHY, None
Ally C
Traits:
Dwarf
Cleric
Basic To Acquire:
Charisma
Diplomacy
Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
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_
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Construct
Elite To Acquire:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None
Monster B
Traits:
Trigger
Animal
Basic To Acquire:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran To Acquire:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grazzle~ |

At the beginning of his turn, Grazzle discards Three Cards (Blessing of the Gods 1, Hide Armor, Inflict) from the top of his deck to heal others for a total of six cards between all of them. (Using his amazing healing ability. I see 6 cards discarded between all the characters (since Valeros got healed by Lini), so this means all characters should be healed fully)
EVERYONE except Valeros: You have been fully healed, so all cards in discard should be shuffled into your deck, and any recharged cards get shuffled in your deck. (So basically delete your discard pile and recharge pile)
He then decides to heal himself.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3 - Fully healed
Auto recharge
Aren't life oracles great?
Now that is out of the way, Grazzle decides to head over to the Windswept Chasm.
He encounters the first card. It's a Hyena.
He casts Fireblade to try to defeat the Hyena!
Combat 9: 1d8 + 2d4 + 4 ⇒ (3) + (4, 2) + 4 = 13 - Success!
Auto recharge
He recharges his Clockwork Butterfly to peek at the next card, hoping it is an ally or blessing.
It's not. It's an Evil Eye, which is a TRIGGER card.
Scourge: 1d4 + 1 ⇒ (1) + 1 = 2 - Curse of Poisoning
Grazzle suffers the Curse of Poisoning, and then the Evil Eye is banished.
Grazzle ends his turn and draws up 4 more cards.
Curse of Poisoning (Quarterstaff, Crocodile Skin Armor, Flame Staff, Cure 2, Blessing of the Gods 4, Hide Armor): 1d6 ⇒ 6 - Hide Armor gets recharged
Hand: Quarterstaff, Crocodile Skin Armor, Flame Staff, Cure 2, Blessing of the Gods 4,
Displayed: Curse of Poisoning,
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

AAUGHWHY's PFSACG Darago |

The Burning Cape is aptly named for a number of reasons; not only does the rising sun create a beautiful display, it's also UNBELIEVABLY HOT! Darago and company decide to shed a couple more-insulating layers while they wait out the hottest parts of the day.
Thanks for the heal, Grazzle!
A couple of hours into their siesta, the group is approached by a Pahmet Clansman, also seeking refuge from the heat of midday.
Discard Blessing of Pharasma for +1 die (I'll make the gamble for a chance at an immediate recharge-explore with the Clansman. Here's hoping...)
CHA 6: 2d6 ⇒ (5, 5) = 10 Great!
Some time later, the group feels refreshed and ready to go. Not wanting to waste an entire day on discussions about religion, death, and other related topics, they decide to walk-and-talk. Recharge Phamet Clansman to explore again
Unfortunately, the group seems to have forgotten Rule #4 of spelunking in an ever-changing desert: WATCH WHERE YOU'RE GOING; they stumble into a trapped corridor! Darago feels a mysterious tingle rattle his spine just as the first dart flies... I'm using one of Lini's Blessing of the Spellbound. I just got rid of all my armor and I can't afford to lose my weapon or attack spell in case I need to Temp Close. We've got to be catching up to villain soon with how many locations we've already taken care of.
DEX 8: 2d6 ⇒ (6, 4) = 10
...Not that he really notices. These people are very interesting and they're bringing up some great points. Darago is glad to have found some people to keep him company until he's able to rendezvous with the rest of his team.
End turn.
Hand: Force Missile 2, Magic Wooden Armor, Blast Stone, Force Missile 1, Sling, Fox,
Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

BR Yewstance |

Expert play all, and I think we've got to be one of the fastest tables in the event!
----
During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
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
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 12, Valeros/AbrahamZ
Top of Blessing Discard Pile:
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Blessings Remaining: 17
Blessings Deck
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Brickworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Lini/Bigguyinblack, Valeros/AbrahamZ, None
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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_
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
Discard this card to explore your location_
Monster B
Traits:
Animal
Poison
Basic To Acquire:
Stealth 6
OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
If the check to defeat has the Cold or Fire trait, add 1d8_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Barrier B
Traits:
Trap
Basic To Acquire:
Wisdom
Perception 6
OR Dexterity
Acrobatics 7
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Trigger
Animal
Poison
Basic To Acquire:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
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_
Monster B
Traits:
Elemental
Outsider
Electricity
Basic To Acquire:
Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Darago/AAUGHWHY, None
Barrier C
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
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_
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran To Acquire:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1_ For each die:
1-2_ You are dealt 2 Fire damage_
3-4_ You are dealt 2 Acid damage; discard a weapon or armor_
5-6_ You are dealt 2 Poison damage_
Monster B
Traits:
Elemental
Outsider
Fire
Basic To Acquire:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Construct
Elite To Acquire:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran To Acquire:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger To Acquire:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue To Acquire:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Valeros Z. |

Valeros clashes his weapons together in frustration. Though his comrades are easily demonstrating their Pathfinder valor, he has yet to strike a blow towards their victory. With the Brickworks now an empty shell, he decides to set out for the Tarworks, in hopes that it may be a more fruitful venue for heroics.
First, he finds a Crocodile Skin Shield. Now if he can only manage to take it for himself!
Recharging Standard Bearer to add 1d6 to non-combat Con check. Question: Valeros has Con = d8 and Fortitude = Con +1 (or d8+1). Since the wording of Standard Bearer refers to non-combat Con check, but not Fort check, does this mean using the card means I give up my +1?
Fortitude 4: 1d8 + 1d6 ⇒ (2) + (2) = 4 Or +1 more if I can include my +1 from my Fort check
Valeros (barely) manages to acquire his new shield.
Question:What do I do with this new card now in the Deck Handler? Is it in my hand (and if so, can I now use it?)? Or only in my deck? I'm assuming I should enter the data above in my deck handler somewhere.[ooc]
Having achieved some minor victory, Valeros decides to continue with his investigation of the Tarworks. [ooc]Discarding Quartermaster to explore. This adds the Swashbuckling trait to non-combat checks during this exploration.
Suddenly, a Toxic Geyser erupts! Yuck!
Thanks to Edward for helping me figure this part out! I would never have had a clue what to do!
Valeros calls out to Grazzle for help, who thankfully sends the Blessings of the Gods!
Using Grazzle's Blessings card to copy the Blessing of Horus from the top of the Blessings discard pile, which will add 2 dice to my Dex check
Dex 7: 3d6 ⇒ (4, 2, 4) = 10
Valeros heaves a sigh of relief! With the help of his friends, perhaps he'll manage to make as a Pathfinder after all...
Question:Do I do anything with the Toxic Geyser card? Or it's simply something that I've defeated?
With his resources running thin, Valeros ends his turn.
Hand: Greatsword, Spiked Chain +1, Blessing of the Gods 3, Crowbar,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

BR Yewstance |

Strong turn! Once again posting outside of ooc tags for readability.
Recharging Standard Bearer to add 1d6 to non-combat Con check. Question: Valeros has Con = d8 and Fortitude = Con +1 (or d8+1). Since the wording of Standard Bearer refers to non-combat Con check, but not Fort check, does this mean using the card means I give up my +1?
You get your bonus +1. On your characters sheet it says that your Fortitude is Constitution+1, which means that when Valeros make a Fortitude check he's also making a Constitution check - so you can still use your Standard Bearer when you're making a Fortitude check!
It's hypothetically possible, however, that there would be a different character who had "Fortitude: Wisdom +1" rather than being Constitution-based. They would not be able to use Standard Bearer to help their Fortitude checks, because they're not also making a Constitution check in the process.
Question:What do I do with this new card now in the Deck Handler? Is it in my hand (and if so, can I now use it?)? Or only in my deck? I'm assuming I should enter the data above in my deck handler somewhere.
It's in your hand, now. You should enter it into your Hand in your Deck Handler as well as putting in in the DON'T LOOK! sheet, which keeps track of everything that is currently held by Valeros.
Question:Do I do anything with the Toxic Geyser card? Or it's simply something that I've defeated?
That's just something you defeated, which means it's banished and cleared from the deck. Which is good; that helps the team work their way through these cards to find the henchmen and villains!
If you had failed to defeat it, that means that you would have to suffer the consequences of failing and it would be shuffled back into the location deck, which is true of all banes (Monsters+Barriers).
In the case of Monsters, if you fail to defeat them they do damage to you equal to the amount you failed by (if you roll a 5+3 to defeat them, and you needed a 10, then you'd take 2 damage).
For Barriers, the only thing that happens is what is written in their powers.
Since you have the shield in your hand now, you can choose to discard it at the end of your turn, or keep it. If you keep it, however, it would count towards your hand size, so you wouldn't be able to draw Crowbar. If you want to keep the shield, just delete your entry for Crowbar (that's equivalent to shuffling it back into your deck).

BR Yewstance |

Valeros needs to make a small tweak to his hand or discard pile. Please post your decision about keeping the shield or not once you're able to.
It doesn't affect the game moving forward, though, so here's the scenario update for Damiel's turn.
---
During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
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
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 13, Damiel/khazkhaz
Top of Blessing Discard Pile:
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 16
Blessings Deck
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Brickworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Lini/Bigguyinblack, None
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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_
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand_
After playing this card, if you do not have the Divine skill, banish this card instead of burying it_
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
Discard this card to explore your location_
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
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_
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
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Darago/AAUGHWHY, None
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Valeros Z. |

I’ll keep the shield. May be a bit before I can change the deck handler.

Damiel / khazkhaz |

Damiel makes his way to Shifting Dunes and finds himself in a Lightning Storm. This in the middle of the desert!
Lightning Storm gets displayed beside Shifting Dunes
Damiel, amidst the assault of lightning, takes cover under a rock formation.
Hand: Blowgun, Brilliance, Dart, Cure, Returning Throwing Axe +1,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Dexterity d12
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.

RotRL Lini |

Valros seems to be doing better so Lini leaves him on his own for a bit and investigates the Sulfur Pits.
Seeing something interesting in one of the pits she holds her breath and rushes in.
Crocodile Skin Lamellar Con 5 revealing Vulture: 1d8 + 1d4 ⇒ (1) + (1) = 2
But the fumes are too much and she has to rush back out before reaching it.
Shrugging she sends her Vulture friend ahead to scout.
It leads her to an odd shrine. Lini kneels and prays mightily.
Wisdom: Divine 12 revealing Crow and using Grazzle's Blessing of the Gods and Lini's Blessing of the Spellbound: 3d10 + 2 + 1d4 ⇒ (6, 3, 9) + 2 + (1) = 21
Lini receives a sign of some sort. A path opens up and she follows it.
Probably overkill but it might be the only spell 1 we see. Bury Commune to draw a random blessing. Blessing of Wadjet. Discard it to explore again.
She comes upon a Porcupine and tries to befriend it.
Wisdom: Survival 7 revealing Crow: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8
It seems to like her but rushes off to show her something.
A dangerous Emperor Cobra.
Lini uses her Fireblade since the snake dislikes fire.
Combat DC 8 using Fireblade and revealing Crow: 1d10 + 2 + 2d4 + 1d4 + 1d8 ⇒ (2) + 2 + (2, 1) + (4) + (2) = 13
recharge 8 revealing Crow: 1d10 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
The Cobra is handily defeated and Lini takes a break.
Hand: Fire Snake, Viper Strike, Frigid Blast, Crow, Cure 1 Dcd,
Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Knowledge: Intelligence +3
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([ ] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>
She decides to do a bit of curing during her rest.
cure: 1d4 + 1 ⇒ (1) + 1 = 2
recharge 8 revealing crow: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8
1. Blessing of the Spellbound 2, 2. Blessing of the Spellbound 3, 3. Blessing of Wadjet, 4. Fireblade: 1d4 ⇒ 3
1. Blessing of the Spellbound 2, 2. Blessing of Wadjet, 3. Fireblade: 1d3 ⇒ 3
Hand: Fire Snake, Viper Strike, Frigid Blast, Crow,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Knowledge: Intelligence +3
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([ ] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>

BR Yewstance |

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 15, Grazzle/GMAndrew
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 14
Blessings Deck
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
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_
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
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_
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Grazzle~ |

Grazzle decides there never enough healing. He discards the top Three Cards (Inflict, Fire Blade, Remove Curse) of his deck to heal everyone to full. (Count 5 cards, so 6 cards total should cover it)
EVERYONE: You are healed to full again.
Then he decides to cure himself.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 - Inflict, Remove Curse
Auto Recharge
Not the best cure this time but it'll do.
Grazzle decides to stay at the Windswept Chasm and explore. It's a Burlgar's Buckler. Grazzle tries to be hardy.
Constitution: 1d8 ⇒ 1
Clearly his heart wasn't into it.
He ends his turn.
Curse of Poisoning (Quarterstaff, Crocodile Skin Armor, Flame Staff, Blessing of the Gods 3, Hide Armor, Remove Curse): 1d6 ⇒ 1 - Recharge Quarterstaff.
He casts Remove Curse on himself, getting rid of Curse of Poisoning!
Auto Recharge
Hand: Crocodile Skin Armor, Flame Staff, Blessing of the Gods 3, Hide Armor,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Grazzle~ |

Just pointing out every single roll that turn was a 1.

Damiel / khazkhaz |

Just pointing out every single roll that turn was a 1.
This has happened to me too.

AAUGHWHY's PFSACG Darago |

Ouch! There's been way to many ones...
As Darago and company emerge from their supposedly trapped tomb, they walk straight into a raging Lightning Storm.
Banish Storm on 4: 1d4 ⇒ 3 Now if only this one was a 1... Very unfortunate
The storm is absolutely massive; a number of Darago's items get completely soaked through, and the near-constant lightning and thunder certainly is not a calming situation for Shivers the Fox. Darago focuses his efforts on finding shelter.
WIS 5: 1d8 ⇒ 5
Darago turns around just in time to see a knife whizz past his face. It's one of those Bonecrusher Ambushers coming to finish what they started earlier that morning. Darago centers himself and prepares to loose a bolt of magic from his fingertips. Use Force Missile 1 for Arcane+2d4
Combat 10: 1d10 + 2d4 + 3 ⇒ (2) + (3, 1) + 3 = 9
Recharge Force Missile 1 Arcane 6: 1d10 + 3 ⇒ (2) + 3 = 5
But before he's able to do so, the gnoll throws another knife. It barely grazes Darago's hand, but he loses concentration. By the time he refocuses his mind, the gnoll is gone...
Aw man, this turn...
Hand: Bracers of Protection, Lightning Touch 1, Tarworks Master (acquired), Lightning Touch 2, Cloth Armor, Rapier,
Displayed:
Deck: 5 Discard: 5 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

BR Yewstance |

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 17, Valeros/AbrahamZ
Top of Blessing Discard Pile:
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessings Remaining: 12
Blessings Deck
Damiel
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
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_
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Neblin is immune to the Fire trait_
If the check to defeat has the Cold trait, add 1 die_
Before you act, each charcter at your location is dealt 1 Fire Damage_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Valeros Z. |

Question:When I entered the Crocodile Skin Shield in the deck handler, where should I put the information for the traits that the card has (Shield and Offhand in this particular case)?
Question: Grazzle has healed all of us. I know that means I delete the 1 card in my discard pile (which puts it back in my deck) but what about the 1 card in my recharge pile? Do I delete that one too, to send it back to the deck?
Valeros stays in the Tarworks and suddenly he is beset by a foul Magma spirit, who immediately attempts to burn him with fire. Fortunately for him, he has his new Crocodile Skin shield, which protects him from the fire. Recharging the shield to reduce the fire damage to 0
Valeros quickly counters, attempting to slay the Magma Spirit with his powerful Greatsword!
Combat 9: 1d10 + 3 + 2d6 ⇒ (9) + 3 + (3, 2) = 17 Revealing Greatsword for extra 2d6
He easily defeats the Magma Spirit and begins to feel more and more like a true Pathfinder.
Valeros decides he should keep looking around to see what else he might find. Discarding Blessing of the Gods to explore
The Magma Spirit was apparently guarding a piece of armor: a filter hood. Can Valeros acquire it?
Fort 4: 1d8 + 1 ⇒ (3) + 1 = 4
And he does, though just barely. Having gained the Filter Hood, Valeros decides to pause for a moment and take stock.
Ending turn. I've added the Filter Hood to my hand, so I can draw one new card: a longsword. So I now have 3 weapons (and 1 armor) in my hand. Is that bad? Is there anything I can do about it?
Hand: Greatsword, Spiked Chain +1, Filter Hood, Longsword,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

BR Yewstance |

Question:When I entered the Crocodile Skin Shield in the deck handler, where should I put the information for the traits that the card has (Shield and Offhand in this particular case)?
There is no strict guidelines as to how to keep track of the text of cards you acquire, which include both the powers and traits. The short answer is: However you choose! I personally keep the card text of everything in my deck in an extra tab/sheet of my Deck Handlers. I linked an example of one of mine in the group chat earlier, as well as in the Discussion thread (visible underneath my "Ezren" alias).
Question: Grazzle has healed all of us. I know that means I delete the 1 card in my discard pile (which puts it back in my deck) but what about the 1 card in my recharge pile? Do I delete that one too, to send it back to the deck?
Correct! In Grazzles case, his ability caused you to shuffle cards from your discard pile into your deck; because your deck has been shuffled, any cards that were 'recharged' should be deleted, which is representative of them being shuffled back in. Recharged cards are simply cards placed at the bottom of your deck, after all, which no longer means anything after a shuffle has taken place.
Ending turn. I've added the Filter Hood to my hand, so I can draw one new card: a longsword. So I now have 3 weapons (and 1 armor) in my hand. Is that bad? Is there anything I can do about it?
You can only use 1 weapon in combat at a time, so it's generally considered a little bad, yes. You can discard your weapons in combat for more powerful checks (because of your ability as Valeros, you actually get to recharge instead of discard your weapons when you do that) more frequently to get around this, or you can choose to discard any cards from your hand at the end of your turn, right before you draw up to your normal hand size. If you want to clear space to draw more Blessings and the like, then it can be a good idea.
You're doing great, by the way! Valeros is certainly the premier combatant in the team, as a general rule of thumb. You will excel at going to monster-heavy locations and cutting your way through almost anything, especially with how comfortable he is with discarding/recharging weapons for more dice.
One more thing: Filter Hood cannot protect you from damage in this particular location. That's because it doesn't protect you from fire damage, and in the Tarworks all damage is considered to be fire damage. So it might be an idea to discard that.

BR Yewstance |

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 18, Damiel/khazkhaz
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessings Remaining: 11
Blessings Deck
Lini's turn:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
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_
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Damiel / khazkhaz |

As soon as the lightning storm abated, Damiel continued his search amongst the Shifting Dunes. As he rounds a corner, he feels something whiz by.
Wisdom 5: 1d6 ⇒ 2
Damiel notices too late as he takes Ranged combat damage: 1d4 - 1 ⇒ (4) - 1 = 3 from an attack by a Bonecrusher Ambusher!
Discarding Dart, Blowgun, and Brilliance.
Damiel is enraged at this indignity and strikes back with his Ranged Throwing Axe
Combat 10: 1d10 + 2 + 1d8 + 1 ⇒ (3) + 2 + (8) + 1 = 14
The force of Damiel's attack strikes a punishing blow to the Gnoll but it still somehow manages to get away.
Gnoll gets shuffled into another location
Damiel takes a moment to Cure himself. Auto-recharging the Cure.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4
The Cure was effective, as he finds himself fully healed.
Damiel leans against a wall and bides his time as the adrenaline surge fades. His reverie is interrupted when a Giant Sand Eel bursts from the ground. Damiel once again readies for combat.
Damiel once again uses his Ranged Throwing Axe. Recharging the card.
Combat 13: 1d10 + 2 + 1d8 + 1 + 1d6 ⇒ (3) + 2 + (1) + 1 + (2) = 9
Damiel's assault fails, and he finds a corner to lick his wounds.
Hand: Blowgun, Dart, Cure, Brilliance, Blessing of the Elements 1,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: I have a Cure and a Brilliance here. Lemme know when you need 'em
Sideboard cards:
Dexterity d12
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.

BR Yewstance |

Random location: 1d3 ⇒ 1-> The Bonecrusher Ambusher is shuffled into the Sulfur Pits due to the scenario power. There's now 2 villains/henchmen there!
---------
During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 19, Lini/Bigguyinblack
Top of Blessing Discard Pile:
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 Remaining: 10
Blessings Deck
Grazzle's turn:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Lini/Bigguyinblack, None
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Barrier B
Traits:
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents
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
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Valeros Z. |

Thanks for the explanations. If you'll allow me a minor retcon, now that I understand that the Filter Hood is useless to me at my current location, I would have discarded at the end of my last turn (allowing me to draw one more card). Can I do that now?
More generally, one thing I'm a bit confused about: it seems like everyone thinks that we are doing really well, but it also seems like we are going to run out of turns pretty soon (am I right in thinking that we each have about 2 turns left?), and given the number of cards that we haven't turned over yet, it seems reasonably likely that - unless we just get lucky - we won't find the big bad before we run out of time. Or am I missing something?
Edit: ok, just looked more carefully at the array of info that BR is giving us each turn and realized that - if I'm reading it correctly - this is telling us that there are only 3 bad guys left, 1 at Tarworks and 2 at Sulfur Pits. Is that correct?

RotRL Lini |

Lini continues her search of the Sulfur Pits.
She encounters a Shock Elemental.
She hits it with her Frigid Blast spell.
Frigid Blast vs Combat 9 revealing Crow: 1d10 + 2 + 2d4 + 1d4 ⇒ (9) + 2 + (3, 1) + (4) = 19
recharge 8 revealing crow: 1d10 + 2 + 1d4 ⇒ (10) + 2 + (4) = 16
She handily defeats it. But none of her other friends are around so she takes a break.
Discarding the less then useful Viper Strike in hopes of drawing more explores.
Hand: Fire Snake, Immolate, Vulture, Crow, Binder's Tome,
Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes: Binder's Tome adds 1d4 and the mental trait to attacks or charisma checks at Lini's location.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Knowledge: Intelligence +3
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([ ] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>

RotRL Lini |

Thanks for the explanations. If you'll allow me a minor retcon, now that I understand that the Filter Hood is useless to me at my current location, I would have discarded at the end of my last turn (allowing me to draw one more card). Can I do that now?
More generally, one thing I'm a bit confused about: it seems like everyone thinks that we are doing really well, but it also seems like we are going to run out of turns pretty soon (am I right in thinking that we each have about 2 turns left?), and given the number of cards that we haven't turned over yet, it seems reasonably likely that - unless we just get lucky - we won't find the big bad before we run out of time. Or am I missing something?
Edit: ok, just looked more carefully at the array of info that BR is giving us each turn and realized that - if I'm reading it correctly - this is telling us that there are only 3 bad guys left, 1 at Tarworks and 2 at Sulfur Pits. Is that correct?
The key is that all of the henchman move to new locations after being defeated but they also allow you to close the location. So multiple locations have multiple henchman increasing our chances of running into one and closing the location. You are right that we are running low on time though.

BR Yewstance |

Thanks for the explanations. If you'll allow me a minor retcon, now that I understand that the Filter Hood is useless to me at my current location, I would have discarded at the end of my last turn (allowing me to draw one more card). Can I do that now?
More generally, one thing I'm a bit confused about: it seems like everyone thinks that we are doing really well, but it also seems like we are going to run out of turns pretty soon (am I right in thinking that we each have about 2 turns left?), and given the number of cards that we haven't turned over yet, it seems reasonably likely that - unless we just get lucky - we won't find the big bad before we run out of time. Or am I missing something?
Feel free to retcon your end-of-turn, but please post an updated summary (cards in hand, etc) in the forums for other players to see once you're able to.
You are correct; everyone has 2 turns remaining, and you are 66% of the way through the timer. However, the remaining decks have multiple Henchmen (for the most part), and once someone flips over the Villain then the game can immediately end thanks to Temporary Closing rules. The odds are, in my opinion, very strongly in the party's favour.
Also, because everyone only has 2 turns left, the likelihood of running out of cards in their deck is very, very low, so everyone can afford to discard cards more frequently, so you'll find people will tend to explore faster as the game goes on. Players should also consider choosing to discard more non-helpful cards so they can maximise their blessing and ally draws, if they feel the timer is going to be an issue.

BR Yewstance |

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 20, Grazzle/GMAndrew
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessings Remaining: 9
Blessings Deck
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Lini/Bigguyinblack, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Barrier B
Traits:
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents
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
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Valeros Z. |

Ok, I discarded Filter Hood and drew one additional card for my end-of-turn. Updated hand below.
Hand: Greatsword, Spiked Chain +1, Night Watch, Longsword,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

Valeros Z. |

In the list of card types that remain in each location, what does the final entry "?:" refer to?

RotRL Lini |

Henchman or villain. Or in other games a blessing to hide where the villain went.

Grazzle~ |

Grazzle holds off the healing. Most people are perfectly fine right now.
He's not set up to fight, but he'll explore once anyway.
He explores the Windswept Chasm. It's a Blessing of the Ancients! He can't fail to acquire it.
He recharges his Blessing of the Ancients use it to examine the next card. It's a Bonecrusher Ambusher, a TRIGGER card.
First, the Bonecrusher tries to attack Grazzle at range.
Wisdom 5: 1d10 ⇒ 6 - Success
Grazzle manages to avoid that. However, he has little hope of defeating it at a Combat 13 and no attack/combat spells.
Combat 13: 1d6 ⇒ 2 - Fail
The Bonecrusher ambusher does 11 damage, however Grazzle has some armor. He buries his Hide Armor to take no damage, and the Bonecrusher gets shuffled back in.
Blessing of the Ancients still lets him explore after the examine, so he will explore.
Random Card: 1d7 + 1 ⇒ (5) + 1 = 6
It's Bolas, a Weapon C. Grazzle tries to acquire it.
Dexterity 5: 1d6 ⇒ 1 - Fail
He can't figure it out and tosses it down the chasm, never seeing it again.
He ends his turn.
Hand: Crocodile Skin Armor, Flame Staff, Blessing of the Gods 3, Holy Light, Blessing of the Gods 2, Cure 1,
Displayed:
Deck: 7 Discard: 2 Buried: 1
Notes:
Sideboard cards:

BR Yewstance |

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 21, Darago/AAUGHWHY
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessings Remaining: 8
Blessings Deck
Valeros' turn:
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Lini/Bigguyinblack, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_
Barrier B
Traits:
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Volcanic Vents
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
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Item C
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

AAUGHWHY's PFSACG Darago |

Darago tries to put on some armor again. It's still sopping wet, so he stuffs it back in his pack for later and continues his pursuit of the Bonecrusher Ambusher. Its not long before he hears the sounds of battle. He rushes over the sand dunes just in time to witness the gnoll's handy defeat by Damiel, followed by Damiel's handy defeat by the Giant Sand Eel. The teammates reunite and recap everything that has happened since they got seperated. After hearing of the team's swift investigations of the different regions, Darago feels inspired and presses on. I'll take Damiel's Brilliance. No need to pass it to me, we'll just cast it now.
Darago sees something glinting in the sand. It's a Compass.
WIS 4: 1d8 ⇒ 6
Darago picks it up and notices that it seems to be somewhat broken; the needle is stuck pointing in one direction. He places it in his pack for later and continues on. Discard Compass to explore again.
WIS 5: 1d8 ⇒ 7
As he examines the compass, Darago notices a figure in the reflection of the glass. It's another Bonecrusher Ambusher:Grudge Match Time! Play Lightning Touch 1 to use Arcane+2d4
Combat 10: 1d10 + 2d4 + 6 ⇒ (1) + (3, 3) + 6 = 13
Auto-Recharge w/ Brilliance
With the gnoll defeated, the Tarworks Master sees something in the distance and urges Darago to investigate. discard Tarworks Master to explore the last card.
They pass through an unusually cold area in the desert. Darago takes a mental note about the area. Auto-Acquire Unshakable Chill w/ Brilliance
Just as Darago finishes his study, a looming creature bursts out of the sand; its the Giant Sand Eel! Darago prepares to fight, and his Lightning Touch surges with even greater intensity than before! Use Lightning Touch 2 for Arcane+2d4, One of Grazzle's BOTG copy Blessing of the Elements to recharge for +1 Die (I hope that's ok!)
Combat 13: 2d10 + 2d4 + 6 ⇒ (8, 4) + (2, 1) + 6 = 21
Auto-Recharge Lightning Touch 2 w/ Brilliance
The Giant Sand Eel is completely shocked by its resounding defeat and retreats back into the desert. It probably won't bother anyone again.
Shifting Dunes are closed! End turn.
Hand: Bracers of Protection, Unshakable Chill (acquired), Magic Wooden Armor, Blessing of Pharasma, Codex, Rapier,
Displayed:
Deck: 5 Discard: 6 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution+2
Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence+2
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[ ] When you defeat a bane that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.

Grazzle~ |

Perfectly fine on the blessing use.

BR Yewstance |

Random location: 1d3 ⇒ 1 -> The Bonecrusher Ambusher is shuffled into the Sulfur Pits due to the scenario power. There's now 3 villains/henchmen there!
-------------
During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 22, Valeros/AbrahamZ
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessings Remaining: 7
Blessings Deck
Damiel's turn:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Lini/Bigguyinblack, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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
Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Tarworks
At This Location: All damage dealt is Fire damage.
When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Valeros/AbrahamZ, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Grazzle/GMAndrew, None
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Valeros Z. |

Valeros continues his investigation of the Tarworks and soon finds himself face to face with a Bonecrusher Ambusher!
So, I could use a little help understanding the text on the card:
"When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from."
First, does my situation fit the first criteria? That is, by exploring the location and turning over the card, is the difficulty now increased by 3? (And if so, when would that ever not be the case?). In short, is my DC for this fight 10 or 13?
Second, regarding the "Before you act..." Valeros doesn't have Perception listed, so I assume my only option is to make a Wisdom check, which is only 1d4, no chance of getting a 5. However, I also have the Night Watch card, which says that I can "recharge this card to add 1d10 to your Perception check." So, I assume I should recharge Night Watch, but if so, is my roll 1d4+1d10, or only 1d10? Also, I'm alone at this location but are there ways that I can get help on this check from the other PCs, even at a distance? And, hypothetically, I recharge Night Watch but still fail the check, now I take 1d4-1 damage and I only have 3 cards in my hand. What happens if the 1d4-1 results in a 3? Do I lose all my cards in my hand? Am I dead?
Third, presumably after dealing with the Wis/Perception check, whether I succeed or fail, I still need to fight the bad guy. If I've already lost all of my cards in my hand from the Ranged Combat, what happens?
Fourth, assuming I'm able to defeat him, the card says that I can immediately close the location? Should I? And what do I do to attempt that? Edit: Ok, I see that I would make a Str, Cha, or Diplomacy check of 6+1. So in my case my best option would be d8+3 for Diplomacy (I believe someone was commenting earlier about how charming Valeros is!), which would give me about a 50% chance of success.
Fifth, at the moment I have 3 weapons in my hand, each of which can be revealed or discarded (which is recharged in my case). Can I only play one on any particular check?
Many thanks for any suggestions or help y'all can offer!

BR Yewstance |

Once again, I'm posting outside of ooc tags for legibility. I do recommend, if able, you download the free Mummy's Mask rulebook. You can find a link on the store page for the Mummy's Mask base set as a free download. There's also a pdf floating around that you can find via google, if you so choose. Most of your questions are answered there, though I admit it's a pretty long read, and I'm happy to help out.
First, does my situation fit the first criteria? That is, by exploring the location and turning over the card, is the difficulty now increased by 3? (And if so, when would that ever not be the case?). In short, is my DC for this fight 10 or 13?
Firstly; no. "Examine" is a specific action, which means to "Look at a card, but not (necessarily) encounter or explore it". Some spells, character powers and the like let you do this, and it's usually representative of 'scouting ahead' or 'scrying' for information. In the case of a bane with the trigger trait, they represent something (usually) bad happening when you try to examine them, such as them ambushing you or otherwise noticing that you're there. So the difficulty is just 10.
Second, regarding the "Before you act..." Valeros doesn't have Perception listed, so I assume my only option is to make a Wisdom check, which is only 1d4, no chance of getting a 5. However, I also have the Night Watch card, which says that I can "recharge this card to add 1d10 to your Perception check." So, I assume I should recharge Night Watch, but if so, is my roll 1d4+1d10, or only 1d10? Also, I'm alone at this location but are there ways that I can get help on this check from the other PCs, even at a distance? And, hypothetically, I recharge Night Watch but still fail the check, now I take 1d4-1 damage and I only have 3 cards in my hand. What happens if the 1d4-1 results in a 3? Do I lose all my cards in my hand? Am I dead?
If you don't have a skill listed on your character card, you can still use that skill, you just have to roll an unmodified 1d4. You don't "have" the skill, but you can still roll as if you did; even if you were asked to make a Divine check (such as to acquire a blessing), you'd be able to roll 1d4.
So you could roll 1d4+1d10 by using your Night Watch ally, or you can just roll your Wisdom or Perception check, either of which happens to just be 1d4 anyway.
You only die if you need to draw, examine or discard cards in your deck and you have none left. Having no cards in hand is not an issue! This is why characters with small hand sizes, such as Fighters, are considered harder to kill than characters with large hand sizes; because they don't draw as many cards from their deck if after losing their hand to damage.
You've asked about other PCs providing support before. To repeat my previous answer; yes, plenty of cards let you support ANY check (just about every blessing in the game lets you do so, for example), whether it's your check or someone else's.
Third, presumably after dealing with the Wis/Perception check, whether I succeed or fail, I still need to fight the bad guy. If I've already lost all of my cards in my hand from the Ranged Combat, what happens?
I think I've answered this before as well. If you have no weapons on you, you can use your Strength or Melee skill alone in combat; that's 1d10+3 for you. Representative of just punching them with your fists.
Fourth, assuming I'm able to defeat him, the card says that I can immediately close the location? Should I? And what do I do to attempt that? Edit: Ok, I see that I would make a Str, Cha, or Diplomacy check of 6+1. So in my case my best option would be d8+3 for Diplomacy (I believe someone was commenting earlier about how charming Valeros is!), which would give me about a 50% chance of success.
You should definitely try to close this location, and accept assistance from other players to ensure you do so. In order to win the game, you have to close all locations and/or corner the villain (which requires locations to be closed to work) before time runs out, and the timer is beginning to get short. Defeating a henchmen and then failing to close the location usually represents a big time cost; don't let that opportunities slip away.
Fifth, at the moment I have 3 weapons in my hand, each of which can be revealed or discarded (which is recharged in my case). Can I only play one on any particular check?
A given player can only play one card of a given type on any check, unless something tells you otherwise. You cannot use two of your weapons on a check, nor can you use two of your blessings on a check. Multiple people can contribute the same card type, however, so whilst each person can only play 1 blessing, multiple people may each play 1 blessing on the same check, resulting in multiple blessings being played.
I recommend discarding one of your weapons for a more powerful combat check; Valeros can actually recharge weapons instead of discarding them when doing this. Keep in mind that Valeros has, at most, one turn left after this turn, due to time constraints. Because he has 11 cards in his deck, and he only needs to draw (at most) 4 cards at the end of a turn, it is impossible for him to die.

Valeros Z. |

Many thanks for this very thorough explanation and my apologies if I'm repeating some questions. I have been reading the rules (though I was making my way through the rules for the base set that I happen to have - Wrath of the Righteous - not realizing that they wouldn't necessarily be the same as the rules for Mummy's Mask. So I'll need to get my hands on those rules and will try to read my way through them. However, I have found that a lot of it is hard for me to follow in the abstract, whereas it's all making much more sense - albeit slowly - in the context of an actual game. All of which is to say - I appreciate the help that everyone is giving me and I'm sorry if some of my questions are repetitive. I definitely feel like I'm getting more of a hang of it all with every turn.
With the aid of his trusty pal, Mr. Night Watch, Valeros tries to spot the Bonecrusher Ambusher before it spots him!
Perception 5: 1d4 + 1d10 ⇒ (1) + (4) = 5
... and he (just barely!) does. Night Watch recharged
Going toe to toe with the foul miscreant, Valeros swings at it with his favorite Greatsword. revealing and discarding (recharging) Greatsword
Combat 10: 1d10 + 3 + 2d6 + 1d10 ⇒ (10) + 3 + (2, 5) + (8) = 28 Is this math correct? My melee is 1d10+3, revealing Greatsword adds 2d6, recharging Greatsword adds 1d10, yes?
Valeros handily defeats the Bonecrusher! Now he attempts to close the location, using his rakish charm and a bit of divine assistance from one of his friends. Using Damiel's Blessing of the Elements to add 1 die
Diplomacy 7: 1d8 + 3 + 1d8 ⇒ (2) + 3 + (7) = 12
He succeeds in closing the Tarworks! Again, many thanks to all for your guidance!
Discarding longsword and retaining +1 Spiked Chain, drawing 3 cards.
Hand: Chain Mail 2, Spiked Chain +1, Standard Bearer, Crowbar,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

BR Yewstance |

Great work, perfect turn, perfect outcome! Tarworks closed!
Random location: 1d2 ⇒ 2 -> The Bonecrusher Ambusher is shuffled into the Windswept Chasm due to the scenario power. There's now 3 villains/henchmen there!
==========
During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 23, Damiel/khazkhaz
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Blessings Remaining: 6
Blessings Deck
Lini's turn:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Lini/Bigguyinblack, None
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY,
Tarworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valeros/AbrahamZ, None
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 3
Located/Displayed Here: Grazzle/GMAndrew, None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_
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_
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Damiel / khazkhaz |

Damiel narrowly escapes the Shifting Dunes before finding his way to the Windswept Chasm. He nervously explores the chasm, knowing he is a bit low on health.
His exploration reveals a shrine powered by Blessing of the Elements. He implores the Blessing, hoping to acquire the boon.
Dexterity 6: 1d10 ⇒ 8
He acquires the Blessing of the Elements.
Damiel is emboldened, and decides to push his luck. He uses his Blessing to explore further.
Perception 5: 1d6 + 2 ⇒ (4) + 2 = 6
A dart whizzes by, but Damiel deftly evades it. He curses as he encounters another Bonecrusher Ambusher. He throws a Dart of his own, and follows it up with an assault from his Blowgun. Discarding Blowgun.
Combat 10: 1d12 + 1d4 + 1d4 ⇒ (5) + (1) + (4) = 10
The Gnoll is wounded, but escapes, to Damiel's annoyance.
A strong gust of wind blows away all Damiel's stuff. Discarding my hand.
Just when he thought his adventure here is over, he finds the Bonecrusher Master blocking his way out! Damiel is defenceless against the Villain's assault. He takes a few blows, and runs away when he finds an opportunity.
Hand: Blessing of the Elements 2, Tussah Silk Coat, Alchemist's Fire 1, Dagger, Aklys,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Dexterity d12
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4
Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.

BR Yewstance |

Windswept Chasm was halted from being closed entirely because the Villain was there. All cards but the villain are banished at that location.
The Bonecrusher Ambusher is shuffled into the Sulfur Pits due to the scenario power. There's now 4 henchmen there!
=====
During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When a character temporarily closes a location, that character is dealt 1d4 Ranged Combat damage.
When a non-villain monster that has the Gnoll trait is defeated and would be banished, instead shuffle it into a random other open location deck.
VILLAIN:
BONECRUSHER MASTER
HENCHMEN:
BONECRUSHER AMBUSHERS
Additional Rules: -
Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_
Monster 1
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Neblin is immune to the Fire trait_ If the check to defeat has the Cold trait, add 1 die_ Before you act, each charcter at your location is dealt 1 Fire Damage_
Monster 2
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_ If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_
Monster 3
Monster C
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_ If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_
Barrier 1
Barrier C
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_
Barrier 2
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
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_
Weapon 1
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
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 2
Discard this card to add 2 dice to your Disable check_ For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_
Weapon 3
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_
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_
Spell 2
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
Spell C
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Armor 1
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
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_ If proficient with light armors, you may recharge this card when you reset your hand_
Item 1
Item C
Traits: Liquid Attack Poison Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_
Item 2
Item B
Traits: Liquid Magic Divine Basic
To Acquire: Wisdom Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_ Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_
Item 3
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_
Ally 1
Ally C
Traits: Human Rogue Hireling
To Acquire: Charisma Diplomacy 10
If you fail the check to acquire Falto, move to a random location_ Then examine the top card of your location_ Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location_ Discard this card to explore your location_
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_ Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_
Ally 3
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons_ Recharge this card to add 1d6 to your checks to defeat barriers_ Discard this card to explore your location_
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_ Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_ After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Blessing 2
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check_ Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_ Discard this card to explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check_ Discard this card to examine the top card of your location, then you may explore your location_ After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Turn: 24, Lini/Bigguyinblack
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessings Remaining: 5
Blessings Deck
Grazzle's turn:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Blessing of 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_
Brickworks
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
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 4
Located/Displayed Here: Lini/Bigguyinblack, None
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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_
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_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty to defeat is increased by 3.~Before you act, succeed at a Wisdom or Perception 5 check or you are dealt 1d4-1 Ranged Combat damage.~If defeated, you may immediately attempt to close the location this henchman came from.
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
Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY,
Tarworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valeros/AbrahamZ, None
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Grazzle/GMAndrew, None
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_
Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck_ While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

RotRL Lini |

Hearing through the grapevine that the master has been found Lini stays to be sure he can't escape. May as well look around while she is here.
Wisdom DC 6 revealing crow: 1d10 + 1 + 1d4 ⇒ (10) + 1 + (2) = 13
She narrowly avoids a Camouflaged Pit Trap and moves on.
Ah one of those Bonecrusher Ambushers again.
wisdom DC 5 revealing crow: 1d10 + 1 + 1d4 ⇒ (9) + 1 + (1) = 11
Avoiding his arrows she reads her tome as she blasts him with fire.
Immolate DC 10 revealing crow and tome: 1d10 + 2 + 2d4 + 1d4 + 1d4 ⇒ (7) + 2 + (2, 3) + (1) + (2) = 17
recharge 7 revealing crow: 1d10 + 2 + 1d4 ⇒ (3) + 2 + (1) = 6
As he runs away Lini gets splashed with acid ruining her tome until she repairs it. She sends her animal friends away to block off exits including her fire snake and hopefully sends prayers for the final battle.
Hand: Blessing of the Gods 1, Porcupine MM, Blessing of the Spellbound 3, Frilled Lizard, Fireblade,
Displayed:
Deck: 4 Discard: 8 Buried: 1
Notes: Curse of Vulnerability, 2 blessings in hand, Go nuts.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Knowledge: Intelligence +3
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([ ] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>

Grazzle~ |

It's time for the end!
Grazzle explores the Windswept Chasm, exposing the Villain.
I'm just assuming the temp close from Lini, since it's not even a check.
He casts Holy Light and discards his Blessing of the Gods on the check. He uses Damiel's Blessing of the Elements, Darago's Blessing of Pharasma, and Lini's Blessing of the Spellbound. He can't actually lose but we're rolling anyway.
Combat 11: 6d8 + 2d6 + 3 ⇒ (3, 8, 2, 7, 6, 4) + (6, 1) + 3 = 40
Can't die from drawup, Victory!

BR Yewstance |

COMPLETED SCENARIO 3-1A: AMBUSH AT BURNING CAPE
Victory! Congratulations all!
REWARD
Traders:
- Hadden Hoppert
- Smiths of Wati
- Sunburst Market
You can find these Traders in the header for the Campaign, along with instructions for their use. I recommend clicking on the link provided to find out what kind of Basics you can trade for at the start of a scenario. If you have any questions about Traders, feel free to ask (I also summarized how they work earlier in Discussion, and I'll do so again when the next scenario starts).
TIER REWARDS
- By completing their second scenario of a Tier; Lini, Darago and Grazzle gain a Power Feat.
- By completing their first scenario of a Tier; Damiel and Valeros gain a Skill Feat
DEVELOPMENT:
Once you pinned him down, that gnoll leader wasn’t so tough! You perform a quick reconnaissance to make sure your skirmish with the gnolls hasn’t revealed your presence to the Aspis.
As you suspected, there aren’t any Aspis nearby; the gnolls would have been as much a nuisance to the Aspis expedition as they were to you, and the Consortium is not kind to nuisances. The venture captain’s map was detailed enough to get you here, but it isn’t on a small enough scale to help you find Shotep-Kara from here. Fortunately, the day is young, and you soon find that the Aspis expedition left clear signs of their passing. You follow those signs toward the Aspis camp.
As you suspected, there aren’t any Aspis nearby; the gnolls would have been as much a nuisance to the Aspis expedition as they were to you, and the Consortium is not kind to nuisances. The venture captain’s map was detailed enough to get you here, but it isn’t on a small enough scale to help you find Shotep-Kara from here. Fortunately, the day is young, and you soon find that the Aspis expedition left clear signs of their passing. The party cures their wounds, recollects their equipment and meets up with the remaining members of their expedition, then begin to follow the discovered signs toward the Aspis camp.
ACQUIRED CARDS
Returning Throwing Axe +1 (Weapon 1)
Filter Hood (Armor B)
Crocodile Skin Shield (Armor B)
Unshakable Chill (Spell B)
Commune (Spell 1)
Tarworks Master (Ally B)
Pahmet Clansman (Ally B)
Porcupine (Ally B)
Compass (Item B)
Blessing of Wadjet (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Ancients (Blessing B)
Note that "C" and "B" are identical for all purposes, so don't worry if the letter seems different. Special thanks to bigguyinblack for helping collect these boons up, because the automatic method isn't quite working yet on the database.
(There may still be some missing; if you acquire a card that's not here, please let me know.)

BR Yewstance |

Regarding Card Upgrades:
(Largely copied from a post Hawkmoon made explaining card upgrades)
So, now you figure out what upgrade you'd like. Every player gets to choose one Card Upgrade.
This means you should look at your Class Deck to find a boon (of an Adventure Deck Number of "B" or "1") that you want to include in your deck, then claim a boon of the same type and number of that card, if one was acquired. So "Weapon 1" or "Ally B" or whatever.
If there is a conflict where two or more people want the same upgrade, you can either work it out or just roll for it. I'd recommend trying to work it out if one of you felt the upgrade was key to your character. Otherwise, just roll for it.
To help that along, I'd recommend doing the following:
First choice: Ally 1: 1d1000 ⇒ 803
Second choice: Spell 1: 1d1000 ⇒ 946
Third choice: Weapon B: 1d1000 ⇒ 561
You can add an impassioned plea for why you want the upgrade. Like "The ally 1 is pretty key. It interacts with my power to recharge allies I bury, so it would be really helpful to me." That way, others might be inclined to let you have it. But if there is still a conflict we can roll for it.
So, what we'd do is see if we can give everyone their first choice. If there are conflicts, we roll. The highest result gets the card. The others have their second choice bumped up to their first choice. We look for conflicts again and repeat until everyone has an upgrade.

BR Yewstance |

I have a preference that all players state their selected Card Upgrade and their selected Feat (if any) in the Discussion thread. After everyone has selected one, I'll write a summary of the selections in Discussion, which I will refer to later to update players' chronicle sheets.
The next scenario will be set up tomorrow, but I'll paste the flavor text and locations shortly.

BR Yewstance |

3-1B: THIS ONE TIME AT ASPIS CAMP
Success! The Aspis expedition’s trail leads you straight to their camp. When you see the tents and makeshift buildings in the distance, you circle around to approach from the north, where the rocky cliffs provide you some semblance of cover. You keep quiet as you scramble up to a perch and survey the camp below.
You’ll say this for your rivals: they’ve come prepared. The Aspis camp hustles and bustles like its own little village, filled with Aspis agents as well as laborers, traders, and other camp followers hoping to provide comforts to the crew in exchange for their hard-earned coin. This should make it easier for you to infiltrate the camp than you had originally thought!
You sketch out a map of the camp below, watching the people milling about to see if any patterns emerge. For instance, over there must be the main supply tent, given the crates they’re lugging out of it. It’s practically a warehouse in its own right—useful for sabotage, you think, but not likely to reveal any deeper secrets.
But the fancy tent off to the side shows promise. According to Venture-Captain Norden Balentiir’s information, the leader of the Aspis expedition is Ridaiya Merai, an alchemist from Thuvia. She’s a former associate of Kafar, an Aspis alchemist who switched sides to become a Society informant three years ago. While some commanders would place their tent in the center, it makes sense that an alchemist would keep her dangerous equipment slightly removed from the other tents. You decide to see what you can find in the rest of the camp, then check Merai’s tent last before escaping to safety.
DURING THIS SCENARIO
When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
Traits
Cache
Check
Intelligence
Knowledge
Wisdom
Perception
5
Powers
If defeated, you may summon and encounter a spell from the box; if you acquire it, draw it. Then you may immediately attempt to close the location this henchman came from.
Traits
Human
Aspis
Check
Combat
11
OR
Stealth
Diplomacy
8
Powers
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.
At This Location: If your roll exceeds the difficulty of a check to defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M:1 Ba:2 W:0 Sp:2 Ar:0 I:3 Al:1 Bl:0 ?:

BR Yewstance |

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.
During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.
VILLAIN: NONE
HENCHMEN: ASPIS ANALYSES
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:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:2
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:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:2
Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M:2 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:2 ?:2
Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M:0 Ba:2 W:1 Sp:1 Ar:1 I:3 Al:1 Bl:0 ?:2
Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:2
Earthworks
At This Location: On your check that has the Electricity trait, remove any 1 die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:2

Grazzle~ |

Grazzle will use the Sunburst Market and trade in his Quarterstaff for Remove Curse
He is good starting at the Oasis.

Damiel / khazkhaz |

Damiel will visit the Sunburst market, replacing his Brilliance spell with an Acid Flask. He will start at caravanserai